Down By Down Guide to playing a Football Simulation game.

You have four downs to move the rock 10 yards. I'll provide you with a down by down guide as to what to call, and why.

OFFENSE:

1st DOWN

Here you want to pick any play that you want. Just remember to run the ball to set up the pass and pass the ball to set up the run. Good teams start out with a running play that attacks just off tackle. A list of formations as follows; 3 WR I formation, Single back Normal, Single back Twin te/wr, I formation, Under I formation, Over I formation are great selections to start out with. I like to use Single back Normal HB SMASH, HB PITCH, 3 WR HB BLAST or FB DIVE (Dennis Greens playbook profile) it all depends on the field position and my players fatigue level. All of these plays serve my purpose and I usually end up gaining 3 to 5 yards per play. (All-Madden Level)

If you want to toss the rock instead, try a play like Single back Normal, Fl Post PS2 version * Fl Post IN PS1 version (Dennis Green Playbook profile). It'll give you plenty of receivers with multiple options and it makes it tough for the defense to close them all down. I will use this play like this. I will X motion WR1 across the formation depending on the coverage I'll make my adjustments to the play. Against A zone I'll leave it a lone and hit the WR1 on the out pattern thus beating the zone scheme. Against a man type cover scheme I'll still leave the assignments the same but I will throw to the WR2 on the DEEP POST always looking for the WR to beat the CB to the inside.

2nd DOWN

In the second down situation you have a bunch of options. A short pass like Cross Up PS2 version *CROSSINGS PS1 version or Slot Clear out PS2 version * MT S CLEAR Ps1 version (Dennis Green playbook profile) works very well for me. I'm looking again for a 5 yard gain against a zone scheme and a 10, 15 or TD against Man cover scheme.

To gain 5 yards I'll send the Z motion WR2 across the formation against a zone scheme the Slot receive or the WR2 receive well be open. The basic idea is to FLOOD the zone.

To gain 10 + I'll Look for the WR1 or the TE to clear their defenders and hit one of them. If you have a crappy line don't wait for the post or corner play by these guys go for the quick out.

However, if I you have only a few yards to go for the first down, a running play may be your best bet. I will use Single Back HB SWEEP, Single Back PITCH RT, Single Back Big HB TOSS STRONG, Single Back Twin TE/WR HB PITCH, Single Back Twin TE/WR HB TOSS STRONG, etc. You get the idea right?

3rd DOWN

This is CRUNCH time. You have to make a play somewhere. The defense is geared to stop you at all cost. If you don't convert you'll probably have to punt the ball away or at best go for the field goal. A pass is your most favored play and Shot Gun TE PROTECT is perfect(Dennis Green playbook profile) offering only 3 WR, three of which are downfield, two on a DEEP OUTS on their side of the field, the Slot receiver is on a DEEP POST, giving you plenty of options. With the TE and HB staying at home providing extra protection for your quarterback.

Running the ball is risky business here and I will only recommend it if you have an inch or a yard to go. Here I select any JUMBO formation offering a plunge, a sweep, or toss play. NOTE: If I'm playing a heads up opponent I'll select a spread formation and run the same plays. Looking for him to spread him out thin and abuse his defense.

4th DOWN

The play you pick here will depend on the situation your in. If your in the lead, or things are a little close, go for the PUNT, as this offers the safes out for you. When possible try to pin your opponent deep on his side of the field. If your trailing and time is running thin, you have to suck it up and go for it. In this situation you want to stay away from the running attack because it's useless, so a pass must be called.

Plays that work for me are any SAFE side line pass routes. Before the game starts I will have set up my audibles to work in my 2 min drill attack plan. I have 4 different plays from the same formation and the rest are out of a different formation. I have more passing plays then running plays thus providing a great mixture of plays. I will basically stay in the same formation all the way down the field. This way I can save as much time as possible while executing my 2 minute drill.

Plays that work well are the ones that you have practiced on the most. Remember they should gain good yardage and offer the best chance to gain the first down. If you execute and don't make mistakes, you may just get what you've been working so hard for.

"This is the End of part 1 of a 2-part topic. The rest will be included in the Defensive section of this manual".

Break down of a couple of my favorite plays:

I like to use the CROSSING - PS1 & PC version, CROSS UP - PS2 version, out of the Dennis Green playbook profile. This play is out of the Single Back - Normal formation. In this play WR # 1 (SE) is on a 5 to 7 yard SLANT and CROSS, WR # 3 is on a Quick OUT SLANT & UP, TE is on a 5 to 7 yard CROSS, WR # 2 (FL) is on a 10 yard POST.

This play gets me a huge amount of yardage against Man cover schemes. If I'm not pressured I'll take a three step drop "wait about a count to 1-1000, 2-1000" then I'll lob the ball to the wide open receiver. If I'm getting pressure from the WSLB I'll hit WR # 1 (SE) on the SLANT AND CROSS. NOTE: I'm always looking the throw the ball into the AREA the LB has vacated giving me the easy completion. If the receiver doesn't drop the ball. Which is some thing they do a lot on the All-Madden level.

Another play I will use a lot is out of the same playbook profile Single back -Normal "SE QK HIT". I'll motion the Slot receiver across the formation and hit him in the flat for a nice 7 to 10 yard gain or TD. I will also motion the SE, who is assigned to an IN pattern, across the formation and thus changing his pattern to a OUT thus hitting him for a nice 10 yard gain or TD!

Corner routes are killer against Man coverage.

Single Back 4 WR ISO 9PS1- DEEP ISO PS2, same play changed name on PS2 title. PS@ version I'll send the ISO WR in motion and turn his route from a Quick post to a quick corner. Work to perfection against Man coverage. Interceptions against zone coverage if you don't LOB the ball.

These plays work WELL against certain zone schemes but are a little tricky against Man cover schemes. Defenses that Double Team the receivers offer the most problems.

Execution of the No-Huddle Offense:

Why run the No-Huddle?

The purpose of a huddle is to communicate the play to the offensive team. Why would you want to disrupt this very important facet of offensive football? One of the main reason's to eliminate the huddle is it reduces the defense's ability to substitute tired players plus it also disrupts their team togetherness. The No-Huddle offense can still effectively communicate the offensive play in an effective and expeditious manner. This style can disrupt the natural rhythm of the game that your opponent is accustomed to playing, thus giving you the advantage in tempo and rhythm. The fundamental advantages of the No-Huddle offense can give an undermanned team the chance to level the playing field against a difficult opponent. Running the No-Huddle will increase the NUMBER of plays for your games. This increase will have a dramatic effect on your opponents that are used to FEWER plays per game. The number of plays can fatigue your opponents players "When fatigue option is on" much more quickly and force your opponent to use his SCRUBS.

Some Advantages of running the No-Huddle:

*The fast pace increases your opponents anxiety levels tremendously.

*Your opponent may not be used to the rhythm of the game.

*Confusion occurs during "Up Tempo"

*Hard to prepare for the No-Huddle in practice mode.

*Offense dictates to the defense (i.e. forces defense
to stay in base fronts and coverage’s).

*Limits defensive substitutions.

*Limits defensive "DOGS" (Blitzes).

*The offense controls the tempo of the game.

A: Slow Tempo
B. Regular Tempo
C: Up-Tempo

These are covered in greater detail later in the 2-Minute Drill paragraph.

I like to stress my opponent in several ways. I want to see my opponents coach throw down his clipboard, headset, and start yelling and screaming over on the sideline.

*One way I do this is I'll have a quick huddle (Pick my play as fast a possible). In a sense you want to have your play in mind and click formation, play and head to the line of scrimmage. Don't waste time by looking for that perfect play. You need to know that
play ahead of time and pick it quickly.

*Another technique I use is to have two plays picked in a row (PS1 version of MADDEN 2000 & 2001 only). Meaning I'll pick a play from my huddled position then after executing the play I'll call a No-Huddle and run an audible or assign "Hot-Routes" to my receivers. If your opponents defense is not ready use a quick count. I have a couple of plays in that situation I pull off successfully.

*I use motion with all available players, alignments, and all my teams formations to cause my opponents stress.

*I'll spread the ball around by throwing to all my eligible receivers.

*I throw screens as much as possible. I love playing against an opponent who likes to blitz a lot. Note the CPU will shut this play down in this years version.

*I like to throw the 5-yard "DINK" pass and have my guys run 70 yards.

* I have a huge number of different crossing patterns in Denny Greens playbook profile.

Motion is rarely called during the No-Huddle offense. I'll use the "Boomerang" motion for coverage identification (i.e., motion a receiver over and back to his original position to check for man coverage).

Short Time:

The 2-Minute Drill:

As always football is a race against the clock. There is very little time left on the clock and you need a score to win the game. Madden 2001 gives you the option to run a "Hurry Up" no huddle style of offense.

To skip the huddle and go straight to the line of scrimmage, press the X button (PS1), triangle button (PS2) immediately after the ref blows his whistle at the end of the previous play. You can also press the triangle button after an in completed pass attempt and return to the line of scrimmage. Pressing the X button (PS2) Version will take you back to the play calling screen. Your team will double time to the line and line up in the same formation just used. Now you have numerous choices to make. You can execute the same play, change play by calling an audible, assign hot pass routes to your receivers, or flip your play at the line of scrimmage by pressing square then (R2), this will allow you to change the direction of the play on the fly without having to burn a Time Out.
*Don't spend to much time assigning hot routes, because the offensive line will false start. You can also choose the stop clock play. Where the (QB) quarterback throws an ugly intentionally "grounded" ball. The play stops the clock, but will cost you a
down.

There are many different versions of the 2-minute offense. I will list the three (3) most common 2-minute drills with variations used in modern football today. Use these examples according to your game situation. Each possible situation is listed by a phase number.

PHASE ONE (1) is used when there is plenty of time to score given your number of time-outs, field position, or you’re faced with being down by numerous points and time is running out. In this style of offense, you continue to huddle after each play, but you need to pick high percentage plays quickly. You must know your formation, the play you want to use, and pick them quickly. Using as little of the play clock as possible. If the clock is running execute your play call and continue with this plan.

PHASE TWO (2) is used when your late in the second quarter and you have awful field position. Always go with a "SAFE" play choice such as a screen, delayed draw, or draw and if positive yardage is obtained, then execute your 2-minute offense. If the mentioned plays are unsuccessful then you should let the clock run and head to the locker room with the score as it is.

PHASE THREE (3) this is where you need a score and there is little time on the clock. This is the time when you need a scoring touchdown or a field goal. this could be before halftime or at the end of the game, but a score is needed. (Pittsburgh could have
used this advice Sunday September 17 2001 against the Brown's) Ha Ha a JOKE sorry Pittsburgh fans. When you get to this point of the game, it is "do or die" time.

PLAY SELECTION DURING THE 2 min DRILL:

1. The time remaining and location of the ball will and should dictate a much different selection of plays.

2. Base your play selection on the average number of yards you will need to gain on each play to reach the end zone.

3. You want to use up nearly all of the time on the clock, no matter how much time is remaining.

4. Pick plays that will allow you to keep your offense moving and gain the minimum amount of yardage on each play.

5. If you're starting your drive sixty to eighty yards away. Think pass first, if you have the ability to gain ten yards on a sweep. By all means employ this play and head to the sideline.

6. If you're on your opponent's forty-yard line, you can mix in a running play or two. This puts tons of pressure on your opponent.


Here are a few Tips to improve your 2-minute offense.

1. Set up your No-Huddle offense before the game that contains six plays (PS1), five plays (PS2) Place these plays to your audible buttons. Pick six (PS1)or five (PS2)plays you can remember by heart and use them as your audibles. (PS1)*Make sure Motion is a option for you WR's. Pick plays that only allow you to manually set the receiver in motion and make him return to his starting spot. This will help you in seeing if the coverage is man or zone.

Don't let the clock run down to the two-minute warning. If it's first down and you have at least ten seconds left, call a high-percentage short pass to pick up some yardage before the referee stops the clock. Look to complete a short crossing, slanting or out pattern.
* Stay away from play action plays.
* Abuse the sideline patterns.
* Use HIGH percentage pitches and sweeps to the
outside.

2. Employ the sprint out or dash approach to passing if your not controlling the line of scrimmage.

3. The clock starts as soon as your returner touches the ball, and stops when the refs blow the play dead. So save your time outs after a kick off or punt return.

4. When you execute a completed pass use you receiver to gain as much yards possible but still be aware of the sideline. *A good point to remember if you complete the pass on or outside the numbers, you should get all the yards you can and get out of
bounds. If you complete the pass inside the numbers, you need to get up field and make yards.

5. Sideline passes are the obvious choices, but don't get hung up and get too precise with your throws. Although it may look cool to see a receiver falling out of bounds dragging his toes on the field, but that receiver also blows any chance of making more yardage. Remember: Throw to the sideline complete the pass and pick up extra yardage before diving out of bounds to stop the clock.

6. If your puzzled, spike the ball and stop the clock. If it's first down and you don't have an idea what to call for at least the next two plays, Spike it  Then regroup and try again. "Never, never, never take a sack", "Just ask the Steelers QB" sorry, had to point that one out.

7. Throw the *?*@!*# ball away. Making sure you get outside the tackle box before throwing the ball away. Sacks cost your team valuable yards, and time while your team gets lined up ready for the next play. If you take the Sack consider taking a time out immediately. When you take that sack you're hit with bad down and distance, so this time out gives you time to get your crap together.

8. Take what the defense gives you. Go ahead and take all the underneath stuff the defense is willing to give up. (PS2 is really good for using this type of coverage late in the game. Making sure you use the sidelines to your advantage. *Don't throw across the middle if you don't have time outs. Most defense are playing 4 across defense. This is where 4 defensive backs are deep to stop the deep ball. So, Hooks, Curls, Outs, Ins, Crossings, ZIG ZAGS, and corners work good here.

9. Don't try to score too quickly or you'll give your opponent too much time to engineer a successful comeback with a scoring drive.

10. When you mix in a run, stick with pitches and sweeps to the outside, so your runner can step out of bounds. Draw plays or Trap plays are good ideas, if time perfectly. A well place draw or trap at the right time will catch a napping defense off guard. I remember a AFC Championship game between the Miami Dolphins and the Buffalo Bills. Third down at about the Phins 17 yard line, the game on the line Jim Kelly lines them up in the Shot Gun takes the snap and hands the ball to Thurman Thomas on a trap play who hits the sideline and walks into the end zone. This was a great call by the Bills Offensive coordinator. It was late in the game and the Dolphins never saw it coming. They went pass, pass, pass and pass then "BOOM" Threw in a Off Tackle TRAP play.

11. Take advantage of all time left on the clock before the final 2 -Minutes of the game.

"Don't be Greedy" your decision making skills must stay the same or, become conservative "Don't be Greedy".

You are now ready for the practice field!

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