Probably a DUMB question - sorry

JBS

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For the life of me, I cannot understand why coaches call a timeout with a handful of seconds (like 8 in the skins game) left before the 2 min warning. What is the purpose of saving 8 seconds before the 2min warning when you can save 30+ seconds w that timeout after the 2min warning. I have seen this timeout called many many times and I cannot figure it out.
 

Yeagermeister

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glorydaysrback;3108492 said:
For the life of me, I cannot understand why coaches call a timeout with a handful of seconds (like 8 in the skins game) left before the 2 min warning. What is the purpose of saving 8 seconds before the 2min warning when you can save 30+ seconds w that timeout after the 2min warning. I have seen this timeout called many many times and I cannot figure it out.

Make the other team run a play before the 2 min warning
 

cowboyjoe

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The30YardSlant;3108533 said:
Saves more time

exactly, if you call a timeout like with 2:08 left in the game, then you will have another timeout with the 2 minute warning; and if you hold them on 3rd down, you should have about 1:45 or so left on the clock to give your team a chance to score if need be, with your team either having one timeout or 2 left

in other words, your using the 2 minute timeout as a 2nd timeout, without having to use your 2nd timeout
 

casmith07

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glorydaysrback;3108517 said:
what is the advantage to that?

2 minute warning is a free timeout. Depending on the down if you stop them, you can force them to punt without burning another timeout to stop the clock, effectively giving your offense a little more time. Otherwise, they'll send the punt unit out after the 2 minute warning and let the playclock run 40 seconds off before they punt it.
 

NinePointOh

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glorydaysrback;3108492 said:
For the life of me, I cannot understand why coaches call a timeout with a handful of seconds (like 8 in the skins game) left before the 2 min warning. What is the purpose of saving 8 seconds before the 2min warning when you can save 30+ seconds w that timeout after the 2min warning. I have seen this timeout called many many times and I cannot figure it out.

You save more time by calling the timeout before the 2-minute warning.

Think of it this way: let's say you have one time out with 2:08 on the clock, and the other team is going to kneel down.

If you wait until the two-minute warning, the clock stops the first time at 2:00. Then they kneel, and you call your timeout. Now there's maybe 1:55 left on the clock.

If you call your timeout at 2:08, they kneel the ball on the next play, and the clock stops with 2:00 left instead of 1:55.
 

peplaw06

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It depends on the down and distance. If it's 2nd and less than 5, making them run another play before the 2 min warning is pretty useless. If it's gonna be 3rd and long, then hell yes, call the TO. There are a lot of variables.
 

goshan

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Assume its 2nd and 10 with 2:15 left.
You are on defense, down by 7. 3 Timeouts Left.
Team runs a play,
3rd and 10.
You call a timeout at 2:08.
Team runs another play. Two minute warning (2:00).
4th and 10. Team Punts. You get the ball with 1:50 left.

If you hadn't of taken the timeout, you would have gotten the ball with 8 seconds fewer left.
 

JBS

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I must be stupid but I do not comprehend..you are getting the 2 min warning if you call the timeout or not..
 

JBS

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NinePointOh;3108558 said:
You save more time by calling the timeout before the 2-minute warning.

Think of it this way: let's say you have one time out with 2:08 on the clock, and the other team is going to kneel down.

If you wait until the two-minute warning, the clock stops the first time at 2:00. Then they kneel, and you call your timeout. Now there's maybe 1:55 left on the clock.

If you call your timeout at 2:08, they kneel the ball on the next play, and the clock stops with 2:00 left instead of 1:55.

ok, this scenario makes sense
 

JBS

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however, not every scenario occurs that way..
 

NinePointOh

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peplaw06;3108559 said:
It depends on the down and distance. If it's 2nd and less than 5, making them run another play before the 2 min warning is pretty useless. If it's gonna be 3rd and long, then hell yes, call the TO. There are a lot of variables.

Not really. It still makes more sense to make them run the play. If you know you're going to be able to stop the clock a finite number of times, you always want the clock to stop as early as possible. Why not make them use their 2nd down early and give them only one play to run after the 2-minute warning instead of two?

glorydaysrback;3108574 said:
however, not every scenario occurs that way..

Actually, they all pretty much do. Even if you have more than one timeout left, you still want that next play to start at 2:00 and not 1:55.

There might be a situation where it makes more sense to save your timeout, but I can't think of one. You always want them to get to the two-minute warning with fewer downs left.
 

peplaw06

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NinePointOh;3108585 said:
Not really. It still makes more sense to make them run the play. If you know you're going to be able to stop the clock a finite number of times, you always want the clock to stop as early as possible. Why not make them use their 2nd down early and give them only one play to run after the 2-minute warning instead of two?
If you only have one timeout left and it's second and short, I would see if you can stop them for little to no gain before using my last TO. Otherwise, there's a chance a first down could end the game.
 

JBS

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you actually did a pretty good job of explaining this...thanks..makes sense now
 

NinePointOh

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peplaw06;3108596 said:
If you only have one timeout left and it's second and short, I would see if you can stop them for little to no gain before using my last TO. Otherwise, there's a chance a first down could end the game.

It still makes more sense to make them run the play.

If you use your timeout at 2:08, they pick up the first down, the clock stops again at 2:00. Now it's 1st-and-10, with 2:00, and you have no timeouts.

If you wait, then they run a play starting at 2:00, pick up the first down, and you use your timeout at about 1:55. Now it's still 1st-and-10, and you still have no timeouts, but there's only 1:55 left on the clock instead of 2:00.
 

peplaw06

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NinePointOh;3108610 said:
It still makes more sense to make them run the play.

If you use your timeout at 2:08, they pick up the first down, the clock stops again at 2:00. Now it's 1st-and-10, with 2:00, and you have no timeouts.

If you wait, then they run a play starting at 2:00, pick up the first down, and you use your timeout at about 1:55. Now it's still 1st-and-10, and you still have no timeouts, but there's only 1:55 left on the clock instead of 2:00.

You can't assume they're going to make the first down. Let's say you have one TO and it's 2nd and 5 with 2:15 on the clock.

They run a play and lose 3 yards, making it 3rd and 8, clock is running. I let them run it down to the 2 min warning, keep my TO. Reason being there is a chance that they throw the ball to try to convert the first and end the game. If they complete it and they're short of the first, then you can use the TO and you know you're getting the ball back. If it's incomplete or they go out of bounds short, then you get to save your TO for offense.

It's a much different decision making process when you have only one TO IMO.
 

Future

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glorydaysrback;3108564 said:
I must be stupid but I do not comprehend..you are getting the 2 min warning if you call the timeout or not..
but you force them to use an extra play before the two minute warning which could theoretically save you like 35 seconds
 
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