Author Topic: Defense injured in last 2 minutes followed by false start  (Read 3302 times)

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mriguy

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Defense injured in last 2 minutes followed by false start
« on: September 23, 2012, 05:04:21 PM »
Offensive team is behind by 3 pts. Defensive player is injured with 18 seconds to go in game on running play. Offense is out of timeouts, after injury timeout the clock starts on RFP signal. The tackle commits a false start to stop the clock, now have 10 second run off and clock starts on for ready for play again.. Now the clock is running and offense lines up to kick FG, but run out of time... How do you prevent the defense from getting an advantage like this?

Offline JasonTX

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Re: Defense injured in last 2 minutes followed by false start
« Reply #1 on: September 23, 2012, 06:12:59 PM »
I'm not following you here.  What advantage did the defense gain?  They were injured, carried off he field, and then the clock resumed what it would have been doing without the injury.  The false start by the offense had nothing to do with the injured player. 

Offline TheRulesGenie

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Re: Defense injured in last 2 minutes followed by false start
« Reply #2 on: September 23, 2012, 11:31:55 PM »
Jason is correct. These are separate events.  There is no advantage lost/gained by the defensive player getting injured, other than the defense being down a player they hoped would be on the field.  If anything, the defensive player getting hurt aided the offense, giving them time to call their play with no time running.

Offline Kalle

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Re: Defense injured in last 2 minutes followed by false start
« Reply #3 on: September 24, 2012, 12:17:37 AM »
The coach can easily prevent the disadvantage by coaching his offense to not commit false starts.