Troy Special Teams Playbook - Shane Wasden
Troy Special Teams Playbook - Shane Wasden
Troy Special Teams Playbook - Shane Wasden
National Rankings
2004- 21st in Net Punt, 37.82
10th in KO Return, 23.90
T. Olmstead- 17th, 43.05
2005- 23rd in Punt Return, 11.97
L. McKelvin- 16th, 12.64
2006- 14th in Punt Return yd. Def.
L. McKelvin- 22nd, 11.21
2007- 4th in Punt Return, 16.77
L. McKelvin- 4th 17.44
2008- 2nd in PR Ydage Def.
7th in KOR Ydage Def.
NCAA Ranking
(119 Teams)
Yardage
NET PUNT
29
36.53 yds.
KICKOFF RETURN
50
21.81 yds.
PR Ydage DEF.
2.53 yds.
17.90 yds.
PUNT RETURN
31
11.23 yds.
31
25.67 yds.
39
9.9 yds.
76
39.17 yds.
Sam Glusman (Place Kicker) finished 7th in the Country in Number of FG Made. (20)
Michael Taylor (Kickoffs) finished the season with 9 Touchbacks.
Will Goggans (Punter) placed 35% (18/52) of his punts inside the 20 yd. line.
Over the years the Kicking Game has been a deciding factor in many football games. It may be
that part of a football contest that can create that greatest number of momentum changes. Consider theses
elements of Special Teams play:
1.
2.
3.
Plays that do not fall into the first two categories involve direct scoring opportunities.
Therefore, we must be thoroughly prepared on every Special Teams play to accomplish our goals.
Champions take PRIDE in making things happen positively. Our kicking game is considered an
OFFENSIVE phase of our approach to the game of football. We plan to WIN in every phase of our Special
Teams. Our schemes are designed to keep constant pressure on our opponent. The key to success will be
CONSISTENCY and EFFICENCY executed with YOUR intensity, effort, discipline, concentration, and
unequaled enthusiasm.
Remember, we are not striving to be GOOD. We are going to be the BEST!
Special Teams
4.
Fundamentals
a.
Precise Skills Punters, Kickers, Snappers, Holders
b.
Concentration, Distance to Locate Yourselves on Kicks, Timing
Personnel
a.
BEST Players (First/Second)
b.
Reckless Abandon No Restraints
c.
Unselfishness, Team Oriented, Courageous, Enthusiastic Winner
Special = Unique Exclusive Defined Distinct Choice Specialist
Expert Devotee Master Scholar Authority Technician
#2 EFFORT
-Give great effort in special teams
(Drills / Meetings / Games)
#3 INTENSITY
-Ability to focus in meetings & practice & games
#4 TECHNIQUES
-Be sound fundamentally
#5 COMMITMENT
-Can you be special for one play
Staff Organization
One coordinator= continuity, better
productivity, one identity, promotes
smoother meetings, helps on personnel
issues
HOWEVER! Good Special teams play can
not be achieved without the dedicated
help of the other assistants.
Personnel
PLAY YOUR BEST PLAYERS ON SPECIAL
TEAMS!!!
No player is exempt- Our three starting
linebackers are on punt team. Our starting
corners are on kick-off.
Create a culture where great players want to
play special teams.
A good place to get young talented players
game experience.
Also a place for role players.
Practice Organization
1 out of every 5 plays that take place in a game
is a Special Teams play (20%). Therefore, 20%
of every practice should be dedicated to Special
Teams.
Practice time limited just as meeting time is
limited
Know exactly what you are going to do
Have a competitive scout team
Teach scout team off opponent film so they know
how to execute opponents schemes (draw
cards)
Monday
Meeting Preparedness
Make time to meet.
Be prepared so no time is wasted.
Limit video to exactly what the players
need to see ie.., basic schemes, fakes,
special adjustments to unusual
alignments.
Meeting needs to address what you are
going to do, how you are going to do it,
and why it is going to work.
Self Evaluate
Grade players performance on special
teams
Evaluate your schemes. Are they
succeeding?
Do not be afraid to make a change
Stay ahead of your opponent by
constantly evaluating your own strengths
and weaknesses each week.
Opponent Evaluation
Questions to Answer?
#1
#2
#3
#4
#5
SCHEMES
What are their schemes?
What is their system?
What are they trying to do?
PERSONNEL
Who are their dominant players?
Who must we shut down?
WEAKNESS
Where are their weaknesses?
(system and personnel)
MATCHUPS
Where are the matchups to our advantage or disadvantage?
DRILLS/TECHNIQUES
What must we teach to win?
Shield Punt
Shield Punt
Shield Punt
Splits- guards are 2 yards, tackles and ends are 2.5 to 3
yards
The 3 shield guys heels are at 8 yards from the ball
The punter is at 14 to 15 yards from LOS
Left and Right shield players apex the A-gap
Middle shield starts out behind right shield and fills gap
when ball passes
The punters foot at contact with ball MUST be right
behind middle shield and be 2-3 yards from shield- this
protects the punt from being blocked around edges or
over the top
Count System
4 or less on LOS, the count starts with first defender
from the outside in.
Five or more on LOS, the count starts with second
defender from outside in.
Only players on LOS will be counted. Anyone off the line
or in a stack position will not be counted.
If five or more and the tackle or end cant get to their
man, then they make a FAN call and counts starts back
with 1.
Left shield gives the count, cadence and direction of kick
L3 3 Yards from SL
L2 Top of Numbers
L1 Midpoint Numbers and Hash
C Hash Mark
R1 left Up Right
R2 RT Up Right
R3 Far Hash
LS Numbers
MS Hash to Side of Kick
RS Middle
Punter be the Safety
Rugby Punt
Splits- 1 yard for everybody on
LOS
Right side blocks gap down
Left side scoops
Left shield looks right A- gap
back to left A-gap
Right shield takes first thing off
the edge
Middle shield takes second off
edge on his way out, checking
for penetration on his way.
Punter rolls right and is taught
to hold the ball as long as he
can until he feels pressure
Returner does NOT catch the
ball in the air!
LE LT LG C RG RT RE
LS
RS
MS
Punt Return
Max Double 18
Jam Jam
Jam Crash
Crash Jam
Max Double 18
Main concept is to double team the
gunners with our corners and number 1
and 8 players
Only one player rushes to ensure the kick
The rest jam their man while keeping
inside leverage
Max means were trying to return the ball
up the middle, thats why we have inside
leverage
Max Double 18
1 2
4 5 6
7 8
Jam Jam
Jam Jam
1 2
4 5 6
7 8
Jam Crash
Left side is in jam mode in case we do not get
the block we can still have a left return
The right corner times up snap and rushes under
8 player.
8 player goes over the top of wing
#4 on the left side leaves early to cover gunner
on right to replace the corner
Take the ball off the punters foot and dont leave
your feet- Run to the block point.
If we do not block the punt, rushers continue
running to form wall on Jam side of the field.
Jam Crash
1 2
3 4
67 8
Crash Jam
123
4 5 6
7 8
2.
Opponent Protection-
3.
Opponent Coverage1.
2.
4.
5.
6.
7.
8.
Kickoff Cover
Regular Kick
10
Fit Drill
Avoid and Two-Gap Drill
Cover and Return Drill
(See Drill Tape)
Kick-off Return
Kickoff Return
Left Return
Right Return
Middle Return
Left HASH Return
Right HASH Return
LE
RE
5
3
2
1
LB
RB
10
10
LE
7
RE
5
3
2
1
LB
RB
4
8
Middle Return
Returners ensure the catch and lead up to
the wedge protecting backside.
FBs and Ends form a 4-man wedge and
lead returners down the middle of the field.
Frontline guys turn 3, 4, 7, 8, and 9 out.
4-man wedge takes on 5 and 6.
10
LE
8
9
7
6
LB
RB
RE
4
LE
4
7
8
LB
RB
RE
5
10
10
LE
7
8
RE
LB
RB
8. Depth Issues-
Time Management
Time Management in Taking the Safety
General Rule: If they have to Score Twice, then we Punt
it and force them to earn it with execution.
If we are Up by 5(3):
21+ seconds we Punt
20 or less seconds we Take the Safety.
Time Management
Squib? Kickoff at End of Half or Game
Up by a TOUCHDOWN:
With less than 31 seconds= Squib.
With 31 or more seconds= Kick Deep.
Up by a FG:
With less than 16 seconds= Squib.
With 16 or more seconds= Kick Deep.
Up by 2 scores:
With less than 1 minute= Squib.
We may Squib with more time left in these situations if we are very
confident in our defenses ability to hold.
CPs: Kick ball at ENDS. Maintain field spacing integrity.
Time Management
Onside Kicks at End of Game
Any less time is an Onside situation:
1.
2.
3.
4.
Time Management
Last Second Hurry Up Field Goal
When we are in FG range on 1 st, 2nd, 3rd down.
General In-Range rule is inside 30 yd. line, and is subject to game conditions.
NO TIMEOUTS:
Preferred time needed to execute= 17 seconds.
3rd Down= NO KILL Clock Situation.
Huddle: Minimum play start at 24 seconds.
No Huddle: minimum call play at 34 seconds.
1st or 2nd Down= KILL Clock Situation.
Huddle: Minumum play start at 20 seconds.
No Huddle: Minimum call play at 25 seconds.
*Kill it at 4-6 seconds.
ONE or MORE TIMEOUTS:
Preferred time needed to execute FG and avoid Kickoff is 4 seconds.
Call Timeout at 4-6 seconds.
Call at 7 seconds if we want time to account for penalty against us on attempt.
Huddle: Minimum play start at 12 seconds.
No Huddle: Minimum call play at 22 seconds.
Special Teams
Goal Board
MTSU
Score or Set
Up a Score
Av. 25 yrds
Per Return
Kick-Off
Coverage
Create a
Turnover
Hold
Opponent
Inside 20
Punt
Return
Block a Punt
Av 10 Yrds
Per Return
Punt
No Blocked
Punts
Hold Opp to
4 Yrds Per
Return
Av. 43 Yrds
Per Punt
FG/PAT
100%
FG/PAT
Block
Block a
Kick
ASU
OSU
Ok. St.
FAU
FIU
NT
ULM
WKU
LSU
ULL
ASU
Kickers,
Punters,
Snappers
Weekly Schedule
Specialists
Our Kickers, Snappers, and Punters are
all out on the field 45 minutes before our
team stretching begins to start practice.
3rd and 4th String players (walk-ons) shag
balls for starters and backups getting them
ready for periods 1-3.
They will have an opportunity to kick later
in practice and starters and backups will
shag for them.
Periods 4-9
During this 30 minutes, we work whatever
we have coming up Periods 10-11.
Monday- Kickoff Coverage- We work
our bunts, squibs, pooches, and onside
kicks. During periods 8-9, we work on
placement of our deep kicks.
Punters will work on their punts going in.
Snappers catch up for us with walk-ons.
Periods 4-9
Tuesday- Kickoff Return- During periods
8 and 9, our kickers will work on their
kickoffs in order to give return team a
good look. Also, kickers will work on extra
FGs from hashes.
Punters- work on bad snaps, down the line
focusing on drops and then extra Rugby
Kicks.
Snappers and walk-ons catch up.
Periods 4-9
Wednesday- Punt Return- Our back up punters
work on their punts during periods 8 and 9 to
prepare for period 10 scout look. Back up
snappers get extra snaps preparing for scout
punt team.
Punters kick with back ups that are getting ready
for Period 10.
Kickers- extra FGs, Onside, squibs, bunts, and
pooches
Snappers catch up and get back up snapper
ready for Punt Return.
Periods 12- 21
Walk-On kickers get to warm up and kick.
Starting kickers catch up for them and
help walk-on kickers get better.
At this point, even though practice is only
an hour in, starting kickers and punters
have been kicking on and off for 2 hours.
Their day is done. We must be careful not
to over kick.
Thursday
Periods 1-7 are all kicking
We go over all fakes, hands team, onside kick
team, different kickoffs (pooch, bunt, squib),
kickoff returns, and all punt returns for that
weeks opponent.
Practice is shorter on Thursdays, only about 1214 periods. Kickers and punters are usually
done after Period 7. They should be limiting
their kicks as gameday approaches.
PAT/FG Questionnaire
1. They pressure kicks from2. We must watch who while protecting3. Special Kicks1. FG Pooch
2. Fake-
4. Muddle Huddle-
5.
Best Blocks-
6.
7.
8.
PAT/FG Safe-