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Pre Snap Readsby Destroyer

Who should you Switch by Destroyer

North Coast Offense by Destroyer

Playing on the Defensive Line by Hellion

How to Score Ovidian shows you all his smooth "moves"

Play Calling by Ovidian

Battling Running Backs by Jimbo and Ovid

Stopping the Pass w/Speed LB Ovidian

Control you LB Jimbo

DA RULEZ by Stentor

Retirement Trick

Free Agency Thoughts

Trading Trick

Defensive Tips

Catching Tip

Pass Rush

Screen Pass Defense

Pre Snap Readsby Destroyer

1. Play selection - When you are choosing your pass play, have in mind the type of yardage you NEED to pick up, then the type of yardage you WANT to pick up. Fly patterns are good for 30+ yards. Hooks are usually under 10 yards. Slants are also around 10. Outs are around 10 as well. Screens are 3 or 4. This is the yardage that you can EXPECT to get AT LEAST if you complete a pass to the guy you want. Next you have to read the D at the line.

2. Coverage - At the line, you can distinguish between man and zone coverage by the action of the CB's. If they go right to the corners and line up, then it is zone of some type. If they line up and follow your WR's to their position, then you have man coverage. Zone coverage can be beateb by a reciever who either goes deep, or make a cut. With the cut, just watch for the move, then pass while he is between parts of the zone. On the deep throw, just wait until he seperates from the zone and goes one on one, then loft it up there. In man coverage, WR's with routes that cross eachother are the guys to go to. The cross itself is like a pick on the DB's, and they are often left nehind and confused. Then you rocket the pass before they make their recovery. Man coverages can only go deep if you KNOW your guy is overall BETTER than the CB he is up against. Otherwise, go with the cutting routes.

3. Blitzes - This is probably the biggest key to your reciever selection process. You can often tell when someone plans to blitz, cause they will crawl towards the lin prior to the snap, or they look to be in a sprint start stance. If one of the OLB's, or in a Nickel-Dime D, one of the 3rd or 4th CB's, is crawling up towards the line, then be attentive to the guy who he should be covering, cause if it IS a blitz, then you can hit that guy REALLY quick before the D has time to move in and cover him. Always watch for a blitz from a particular side, and if it comes, look to that side for the open guy.

4. Exploiting Dime D - The Dime defense in Madden is unquestionably the weakest one. Here is the biggest weak points: If you are in a 3WR set, then your 3rd man will be to the left, but the guy supposed to cover him is squished in towards the D-line. Your 3rd man will usually be able to get something on this guy, and when this guy blitzes, then you have an easy 10 yard gain ona bullet pass. On the other side, there is a TE for you, and a S for them who is sitting too far out from your TE. Your TE can usually slip past him towards the middle of the field for another easy 10 yard gain. And if HE blitzes, then you can get HIM for the easy quick bullet. Also, when the D-line does a blitz where the tackles and ends switch, and it looks like a dosey-do, then you will have either of those guys open over the middle short AGAIN. On the outside, if it is a zone, then your guys can make easy yards on hooks.

5. The Hot Man - there is almost always a "hot man". This is the back out of the backfield. If nothing else comes up, then he is usually open for a short gain, or no gain, but a safe bet. Just know who it is, so you can get it there in case of a bad development.

6. The Screen - You would think that the sure primary reciever would be the back. NO! On a screen, there is always at least one, usually 2 or 3 deep routes being run on the outside. If the CPU is playing exclusively to stop a screen, then you can beat them deep easy. If there is a blitz on the side of the screen, then you have an easy play to the back, for a 5 yard gain at least, usually.

The overall theme is that, based on the defense you are up against, and your suspected blitzers, you choose your recieving food chain, with your 1st and 2nd options, and then you know your hot guy. In the opening second or two of the play, you look to find the actual blitzes and coverages. If they are different than what you expected, then hit the appropriate guy, and do it quick! If they are what you planned, then hit the guy you planned on throwing to originally! And do it quick anyhow! If you're not quick thinking before, during, and after a play, then you will FAIL! Well, sometimes anyway. Follow these steps to make your passes a lot quicker, and hopefully a lot more suited to the situation. As usual, tell me how this works out, and if it helps, and how all of you deal with this same topic! Always open to comment! In fact, I rather like comments, whether they are negative or positive. Just to see all the different views people have. Signing off for now...

Destroyer

Who should you switch by Destroyer

A lot of people keep asking who they should move where on defense. You don't go by the OVR's, they can lead to trouble. Here are some notes on player movement:

1. Anyone on D-line starting needs to have at least STR 80, or he'll be punished a lot, and lying on his back.

2. STR is most important at DT, so you usually can't play anyone w/ STR under mid-80's or so in thst slot.

3. SPD is most important at DE and LB, cause these guys need the speed to get to the passer.

4. AWR is needed at all LB positions, and DT also very important.

5. TAK needed most at DT and ILB.

6. TAK is not as important as most think for other positions, cause you'd rather have a fast guy than a slug who can tackle. Cedric Jones started for me w/ a TAK of 35, turning in more than 10 sacks regardless.

7. For DE, basically you need SPD and STR to rush the passer, and AWR and TAK are not as important. AGI is also good.

8. For DT, basically you need STR, AWR, and TAK.

9. For ILB, basically AWR(very important) and TAK.

10. For OLB, basically you need SPD, AGI, some TAK, good AWR

THE NORTH COAST OFFENSE by Destroyer

I have noticed the ever-present question of how to run the ball on Madden level. I solved it myself by using my North Coast offense (I live in NY, and play with Giants). I'll explain the general philosophy and tenets:

It has always been said: You should run to set up the pass. A running game that averages 1.3 yards per carry will not set up anything against this improved AI. This philosophy, therefore, will not work on Madden level.

The opposite works out rather well: You should pass to set up the run. How to do this, you ask? Read on...

The parts of the North Coast offense:

1. This offense does not require a star QB, so rookies, whoever, they'll all work fine.

2. You need some HB's and FB's who can catch. There are some in free agency, like Kirby, Walker.

3. TE who can catch well preferably. Blocking is not as important.

4. WR's who can catch, and one who can go deep.

5. A solid O-line(you need this for any offense).

The play-calling style:

1. The screen pass - this is where those catching RB's come in. There are several screens and swing passes in Madden. Use them all to their fullest. The designed screens are safe with a catching RB, and can often break free for 30 yards or so.

2. The short pass - this is where you use that TE, and some WR's. Try little slants over the middle, and hooks by your wideouts. Also short routes with the 3rd WR in those sets.

3. The run - Here it is. Some of your passes will fall incomplete or only get you 2 or 3 yards. On a 2nd and 8, You choose a play with good blocking, and take your HB preferably outside. The AI will expect pass every time, and you can trick them infinitely by using this non-conventional means. They will never, ever, look for the run in a passing situation. You can usually gain at least 5 yards with these runs, and that is the minimum. Notice the good balance so far, getting the ball in everyone's hands, and using the pass to set up the run.

4. The deep ball - Once in a while, this will work too. On 1st and 10, or second or third and short, have both WR's (only 2, preferably) go straight deep down the sidelines. By now, the AI is trying to hatch a plan to stop your short passes, and your fast man should get open deep for a TD, or the CB should outrun your slower WR, and get out of position to defend. Either way, along gain.

5. The CPU defense will tire, and this is when you take your most powerful HB or FB, and slam the point home. By now, they won't know what to expect, which is the key of the whole offense.

Remember, the main tenet is to do whatever the AI will not expect, no matter how ludicrous it may seem. I run to the outside when it is 2nd and 20, and can gain 12 yards. Better than 3rd and 20. On 4th and goal from the one, throw a swing pass to your FB. On 3rd and 1, throw deep to your slow wideout. The AI will expect none of these, and it will never know what hit them. Sorry, I don't have any special "D" yet, I might call it the blitz-a-thon, but that can wait for another day. Good luck with this! Tell me if you like it, adopt it, foster it, or loath it completely! I enjoy any commentary, and I only post this because wherever you are in the game right now, I've been there, and I know how to get out of trouble, know what is tried and true.

Destroyer

DEFENSIVE LINE PLAY by Hellion

Awhile ago, Jimbo, whose posts were cool to read, posted some info on how to play the middle linebacker position.. (my favorite position) What reads you have to make, etc. While this post won't be up those standards, I don't think, it'll help some.

For starters, there ARE some simple reads for the defensive line. You still have to pay attention to what plays you're calling, because they might call for you to drop into coverage. Always remember, the computer is more likely to notice your missed coverage than any other player on your team. Other plays might call for you to perform a certain type and direction of rush, or a stunt. Whether you choose to do those is less important. Another simple read is on a screen play. Depending on what position you're playing on the line, you REALLY have a chance to stuff this play. When I play the defensive line, I always have a towel with me, for the occasions I see the screen play (to catch the drool) :)

Against the run: Against the run, you don't want to do anything too risky or stupid. IF you notice the back get the ball, don't rip through the line sideways and out of control just to get into the backfield. It probably won't do you much good. Hold your ground, and without pushing any buttons (except maybe the O button when you need to discard the blocker) just make sure you stay in your lane. If you get off the ball well, you can try to overpower your man (especially on counters and such) and just rip the back a new one, but for the most part it isn't as important as holding up your end so the rb can't cut back. As we all know, stopping the computer from running isn't too hard in this game, for the most part.

Rushing the passer is the fun part of playing the line. Controlling a lineman from the start of the play to the end, and recording a sack, is truly satisfying. Having a lineman with plenty of strength is a luxury. They're easiest to come by through free agency, from my experience, although they do develop reasonably well from the draft. Not as good as QB's and WRs, but better than safeties :)

Playing the end is pretty fun because it allows you to combine moves and set up the tackle trying to block you. You probably won't get double teamed much, except for when a back or TE is helping out. a tackle/TE block is pretty tough to beat... if a back tries to help out, just avoid the tackle and run over the back. Pretty simple. Sometimes a double team can hurt the offense if it's against a good defensive end (just like in basketball) because you just head right for the weak link! Most of the time, though, a double team means you won't get to the passer on that play.

Here are a few moves to try.

1) Stutter/around ; Whether you really stutter or not... up to you. What I do, is make sure I move my guy before the snap, so the computer doesn't move him for me at the snap. ONce it's snapped, I tap it forward, to get out of my stance and get a little momentum, but I don't engage the tackle. He'll set up for his block, and then come to get you. then speed burst around.

2) The power move ; One misconception, I think, is that you should just start pushing the O button over and over again to overpower the lineman. I have found this isn't true. Don't use it on every play. Heck, don't use it on half the plays. A good bullrush involves getting off the ball well with only the control pad, engaging the tackle, and then, at the right moment, hit the power button. This way you'll build momentum, from the time you start moving at the snap, a little more through the split second when you're engaged, and then comes the power.

3) outside/in ; For this play I actually set up even with the tackle, or even inside him. At the snap of the ball, I make an obvious rush toward his outside shoulder (remember not to let him get you engaged) and wheh he moves to counter that, speed burst to the inside. This is a good time to use the rip move in combination with the speed burst. I've read posts advising you to use the rip button right off the line, and again, I just don't find this to work. The rip move is for when you're BETWEEN two lineman (or outside one lineman) that you don't want to let get their hands on you, and you "rip" between them to avoid their arms.

4) power out ; This play works well for me, but takes some practice. Align the DE evenly with the tackle. At the snap of the ball, move toward the inside of the tackle, and before he gets his hands on you, face out and make the contact yourself. Just like the bull rush play, let the momentum build for a schosch and then power out to try and knock him down.

Those are just a couple moves you can try. Remember that the computer adjusts to the moves you're using, so you can't use the same every time with much success. One extra tidbit about playing defensive end is that you can put a hit on the TE if you're not getting a very good rush, or just feel like it. It's hard to get a good shot on him, but you can hold him up for a few seconds. Or just decide to play a zone that play and take the middle of the field away from the QB. If anybody knows how to actually knock him down consistently, let me know. I just haven't tried this enough.

Playing tackle is different than playing end in that you're likely to be double teamed, especially if you've been having any success beating one guy.

1) power move ; obviously very similar to the DE power rush, in that you're trying to gain momentum throughout the play and use the power button at the right moment. The difference here is that you're looking for the double team, and you want to make your power rush to the opposite side of the double team, through your guy . Your best bet is usually away from the Center, obviously, because that's usually the guy who doubles ya.

2) rip move ; I think the rip move is more important while playing the DT. There are are several ways to use it, and I'll mention a couple. Try jamming your guy in between the center and the guard, and before they manage to grab you and stand you up, rip through. May work, may not. Another way is to stand up the offensive lineman, push one way with the D-pad (to gain strength momentum that way) and then quickly rip the other way, hopefully getting you through the line.

3) Fake Middle/power out ; My most successful move aside from a well timed bull rush. At the snap, I act like I'm going to try and rush through the center. Instead I change course and try to clip the outside corner of the guard, either power rushing or ripping through that side. This play works best when the defensive end is rushing AROUND, so you don't encounter any resistance from the tackle.

The most important rule of playing the line is that you're not always going to get through. Usually, you'll know right of the bat. The offensive lineman will just have you for lunch. When this happens, concentrate on moving your guy between the QB and a receiver, get as close to him as you can, and jump when he throws the ball. You can tip pass after pass this way.

Remember that patience while performing these moves, or any that you make up, is tantamount to success. If the tackle stops one move to the outside, think about doing it a couple more times just to cement that movement before trying on a more important down. Just use your head, I guess, is what I mean! If it's a 3-step drop and throw, you probably won't get him anyway. But if you put a good move on the lineman and your defensive backs give you a shot, the QB might be your next meal. Hope this helps, and feed back whatever feedback you have.

HELLION

All The Right Moves

Ovidian

Like I've said in the past, I hate talking about running...but your post was so...desperate...I thought I'd throw out a few moves before Jimbo comes along and writes a book...

Running on Madden level takes a great deal of skill. Sure, anyone can get lucky with a big game, but to run consistently...that's something else entirely. Correct play-calling is an absolute must. Don't call the HB Tosses and Pitches much at all. Save them for those second and long plays. Here's a few moves that you can try on those plays:

The "slow down": Well, that's what I call it. When I'm running to the outside and see a defender coming at me at a 45 degree angle, I simply slow down or actually stop and let him go right by me. Then instantly hit speed burst and you're on your way. You can also slow down and right when he gets to you, spin in the opposite direction, move upwards, juke to the sideline (because more guys are coming) and then speed burst.

The "push": On plays where I follow a FB or a Guard, I actually get right behind him...I mean DIRECTLY in back of him and actually push him into defenders. I stiff-arm my way around the collision and then speed burst. My friends absolutely hate that move.

The "fake": On outside Tosses or Pitches, when you first get the ball, run a couple of steps and then turn and face the line. This will freeze LB's or SS's and make them come up towards you instead of going towards the sideline. Then turn to the sidelines and run like hell using the speed burst the whole time.

The "slow spin": This is a variation on the "slow down". Remember that defender coming at you at a 45 degree angle? Here's a little surprise for him. Imagine that you're standing in front of a big cardboard box with a broomstick in your hand. If you push the box in the center, the box will move backwards. But if you push the box towards the left edge, the box will move in a clockwise manner. You can use that same principle in Madden (can you tell that I'm a scientist?). Say you're running to the right sideline with the defender coming at you. When he's just about there, slow down your guy and kind of turn your HB clockwise. More times than not, the defender will spin right off of you. This takes a lot of practice, but is pretty cool when it works.

And just remember...there will always be games where you simply cannot run. Believe me when I tell you that I've had my fair share of games that I've ended up with negative running yards for the game. And don't forget...you can run with your QB too...oh, wait a minute...you have Marino of the Dolphins...never mind (LOL)

Ovidian

Play Calling

Submitted by Ovidian

Everyone has their own style of playing-calling here on the board. I'm not saying mine is the best, but it has certainly helped me develop as a pretty decent player. Right now, I'm currently playing the Giants so I'll use their play-book as my example. Giants Play-Book: Strong Form: Big, Normal, 3-WR I form: Normal Pro Form: Big, Normal, 3-WR Singleback: Normal, Big Near: Normal Shotgun: Normal, 2-Back, 4-WR First Quarter: I only use the Strong Form. That's right, only use one. I use all three variations, but I never use a different formation. It's kind of funny, if you watch a real game on TV, John and Pat always rave about how a team shows 15 different looks on their first 15 plays. Well, the Madden game doesn't have that many different looks to give. If you use the same exact formation, the opponent has no idea if you are going to run or pass. Sticking to one formation has also helped me to develop as a player. I run every single play under it only once. Using only one formation for a quarter forces me to use plays that I would have never run before. It has taught me to find the TE on every play. I know how the receivers will break on every play. I know how to use my blockers on run plays. I know how many yards each play can bring. You also start using Counters, Sweeps, Motion-plays...by the time the second quarter rolls around, the opposing team is on it's heels. Second quarter: Pro-Form, Shotgun, and various Strong Form plays that I haven't used. Pro-Form is just as good as Strong Form. You can run and pass equally well from it. Shotgun is my favorite formation so I bring it out late in the second and call it whenever I like in the second half. Third quarter: Singleback, Near, Shotgun. The third quarter is where I like to apply pressure. I go for the throat by passing deep and often. Every now and then I run up the middle, but for the most part, I want to throw until their CB's drop from exhaustion. I put the game well out of reach in the third. Fourth quarter: I-Form and any plays that I haven't used it. I like to run in the 4th. I usually have a good lead by now so it's time to pad those running stats. I also tend to throw to my backs a great deal in this quarter. They are high-percentage, low risk passes (I don't want to give up interceptions in the 4th). I never deviate from this plan in Franchise play. After you play like this for about 4 or 5 games, you begin to get a feel for where your receivers are on every play. You also develop specific third down plays (to get crucial first downs) and money plays (to score those TD's). I've never used a play more than twice in any game. In fact, there are games that I don't even use my favorite plays if I don't positively NEED to. A couple of more tips: If you get a holding penality on first down, don't go for a 20 yard pass on the next play. It's only 1st and 20. You have three downs, use them. Throw to your backs on first down. That's an easy 6. Then use a sweep or a HB Toss/Pitch and pick up another 6 or 7 (hopefully). Now third down is much more managable then 3rd and 20. If you get stuck on 4th and 1 or you're on the 1 at the goal-line, use the Goal Line- QB sneak and run right behind your best guard. I've sustained more drives with that play than any other. Everyone has favorite pass plays. Well, so do I. But I only use mine on 3rd down. I gear my entire game to sustaining drives. I usually lead the league with 3rd down percentage at around 65%. Of course, this percentage goes down in games where the AI decides to knock me off my high horse and cheat like crazy. I use "thow-away" plays on first down. If I get yards, great. If I don't, then I use a run play or a short pass play on second down to cut into the 10 yards and then use a favorite pass play to get me a first down. Substitute a different HB for the Shotgun. I use the shotgun a great deal. So I use these plays to rest my starting HB and FB. They tend to get tired every now and then, so when it happens, I go to the Shotgun. One last tip...hmmm...I'll go with running. I run inside to set up the outside run. I don't care if I get 2 yards or no yards at all. But I'll always run 3 or 4 inside runs to set up the outside run. And when I run outside, I almost always run on 2nd and 10. The defense is thinking pass. And if I run, they've gotten used to me running up the middle. Now is the time to shift gears and burn them on a HB Sweep for 20 yards. Well, I hope this helps. Like I said, it isn't perfect, but it has helped me to become a better player. I now use plays that I would have never ran when I first began playing Madden.

Battling Running Backs

submitted by Jimbo and Ovidian

First, Ovidian

Running, at least to me, is a bit complex. I would need to know what team you have, what level you are playing and exactly who your FB, TE, and offensive line are, their OVR and RBK ability. You see, if your FB can't run-block, then following him on run plays is just going to get your HB killed. Same for following your Guards.

Another reason that I really don't give advice on running is that success depends on each individual situation. For example, if you run Singleback-Normal/HB Strong (or Pitch) on 2nd and long, you're more than likely to pick up a lot of yards. If you call that play on 3rd and 2...you're taking a 5 yard loss and giving your HB a few pain-killers for that nasty hit he just took.

You also have to be able to read the defense and re-act to it. Jimbo (I believe) wrote an excellent post on that subject that TAFKAC has placed in the "Visitors Tips" section of his fine site. I may call certain run plays but instantly call an audible for a pass play once I see what those Safeties are up to or where that LILB is moving to.

So it's hard for me to just dish out specific plays for running. My suggestion would be to try every one in different combinations. See what works and what doesn't. Find run plays that look similar but run a bit differently. A good example of this is I-form/Normal. Look at these plays:

HB TOSS

HB COUNTER (follows pattern, then of course, counters it...)

HB SWEEP

HB LEAD TOSS

FB DIVE

Do you see how the HB takes that big "loop" to the outside and the FB stays on a shorter loop to the inside of the HB? All these "look" the same to the opponent, but each has a different blocking scheme and different holes to hit. This is what essential enables me to run. I give the opponent the same exact look as the last play, but I run it a bit differently.

Now Jimbos turn:

Ovidian hit a few major points which determine whether or not your running game will be successfull or not. You need a good blocking TE, FB, and offensive line to get the yardage you want. Here's what you do:

Let's say you have the ideal situation with good run blocking all around. Well, if you have a bruiser back run through the gaps behind your blocking FB/lineman and watch the defense fall. If your HB is a blur but not one who can bowl over LB's, run mostly to the outside behind the blocking of your TE, FB and/or pulling offensive lineman. Maybe your FB isn't so great. IF this is the case, you have several options: You could move one of your TE's into the FB position, check the free agent market, or run behind good pulling lineman. If your TE and FB both hit like girls, use motion plays and when the WR is over the hole you want snap the ball or run behind pulling lineman and use three or more receiver sets to spread the D. If you lack in all three areas...start over(hehehe), actually you'll want to abadon the running game, mostly anyway, and adopt the true "west coast offense" which means using the short pass to the HB/FB as your running plays. Also, you may have the talent on your offensive line dispersed. Consolidate your offensive line talent to one side of the line and use that side to get your running yards and the other side for screens and plays to the flat. But, probably the most important ingredient in a successful running attack is timing. Waiting for the TE, FB, or lineman to pick up the block(s) you'll need to move down the field. Speedbursting does no good when a LB has a straight shot at you behind the line. Also, the running lane will change on you quickly and if you're out running your blockers you won't pick up on it. For instance, let's say your FB is suppose to pick up the outside linebacker and block him inside, but the linebacker takes a wide route and the FB picks him up but has to block the LB to the outside now, well...your running lane just changed and your running inside the FB now. If you were bursting to the outside you just lost five on the play. Also, make sure you pass the ball every now and then to keep the defense honest and keep them guessing. A really good way to confuse the defense is to run several plays out of the same formation. Say you set up for a pass to the slot and motion him to the other side and pass to him then you chose a run and motion the slot again only this time you're running a sweep to the other side...get the idea. Ovidian posted a message where he outlines something along this line of attack, but unlike Ovidian, I like the running game more because, and this is only a opinion based on my experience, it allows you more ball/clock control which is extremely helpful during those really tough games. As I've said many, many, many times before...I am not claiming my technique will work for you. I'm simply providing game tips that have worked for me. Your best bet is to try all the advice given on this page and eventually you'll find a scheme that works for you.

Ending Transmission

submitted by Ovidian

STOPPING THE PASS WITH SPEEDY LINEBACKERS

What kind of prompted this post was another post further down the board called "Secondary Problems". He didn't leave a name, so I can't credit him. Also, Destroyer asked about Free Agents and Drafting. OK, let's get started: You want to stop the rest of the league from torching you with the pass? I know how. I routinely rank #1-4 in the league against the pass. Everyone and his brother knows to go out and get quality CB's and put your best one at the right corner. Fine. You should also keep your big name, high-priced LB's with the 85 AWR and 85 TAK...for the time being. Now, let's talk about planning your franchise. As you go through years, you'll notice something about the LB's in the draft...they're quick. No, I take that back. They're fast...and they get faster by the year. If you look at all the first year SPD ratings for all the LB's in the league, you'll notice only 2...that's right...2...have a Speed of 80. All the rest are slower. At one time, I was a big believer in high AWR and TAK for LB's and Speed was nice, but not really necessary. No longer. My new motto is "Speed kills". I now draft LB's with a speed of 85 or above. I don't care what their other ratings are. It doesn't matter that much. If you put a LOLB and a ROLB with 85+ speed on the field and use the first 3 plays for the 4-3 formation, you're getting sacks, hurries and knock downs like crazy. The key to it, is never "rush" with them yourself. Take your best defensive lineman and rush at the offensive line's weak point. That way, you get a "2-prong" attack on the QB. He's ALWAYS under pressure. I'm telling you...that QB will start throwing incompletions left and right. By my 4th or 5th year, all my LB's are from the draft (I usually carry 6) except for one. I like to keep a LILB with extremely high AWR and TAK to shadow and bring down any difficult HB's like Sanders or Davis. So by year 4 or 5, I start trading my Woodall's, Brown's, and Paup's. Every "big name" LB must go...I have a fire sale. Give me a young and promising offensive lineman or defensive back and I'll give you an all-pro, big name LB...I don't need them. If you look at all the stats for LB's in year 10 or beyond, almost all the LB's have tremendous speed. You need to get the jump on the rest of the league. Another draft tip is to draft a CB with 100 speed and a high Catch rating. His OVR doesn't have to be high, in fact, they can in the mid 60's and still do fine. Then place him as your back-up RCB. From this placement, he'll rush the QB in a few dime formations (I forget the names of the plays but I can provide those later if asked). Simply take your RE and occupy their LT. Don't "swim", just bull-rush him. This will enable the dime-back (your 2nd RCB) a clean shot at the QB. I totally agree with TAFKAC when he says to always try to rush 5 guys, but make sure that the 5th guy always has tremendous speed. On my 7th year Bears team, I have a ROLB with an OVR of 93 and a speed of 91!!! Man...he always leads the league in sacks. The keys to stopping the pass are SPEED and PRESSURE. It's pure and simple. Sure, every now and then, I give up some big yards, but for the most part, I average around 130 yards a game (8 minute quarters on Madden). There's no mystery to it. Just good planning and a thrist for the QB's blood. And the beauty part to this defensive set-up is that you don't have to resort to any "trick" plays like making the other teams shift out of position or other absurd things that you may have read on this board by people who shall remain nameless.

submitted by Jimbo

Controlling Your Linebackers

Well boys, I played middle and inside linbacker from pee wee's all the way to my first couple of years in the military. I'm not some corn feed hay bailing 310 pounder. In fact, I never topped 200 until I joined the military, but I always started. Anyway, here's a few tips from a defensive point of view: Always control your best inside/middle linbacker and when you come to the line read the offensive set.If he has more than two receivers shift your line and line up between your two best down lineman. Wait for them to commit to their assignments while watching the TE and HB. If it's a pass and your in man, blast the hole and get the QB, but if the TE or HB is coming over the middle, give them a little love tap on their way by, if the HB is swinging for a screen or a quick hitch, get out in the balls path and charge the QB using the ball lane. If your in zone coverage, blitz the hole. Also charge in from different holes. Look at the blocking schemes of your down lineman and determine which is the quickest route to the QB before he can get the ball off, remember, defensive is the same thing as offense (except we hit harder) hehehe, anyway the downlineman have to open lanes just like the tackles and guards do on offense. If it's a run your in luck. As I said before, wait for everyone to commit to their assignments, and watch what hole your dance partner is trying to lead you to. Once he commits to a lane, bull rush his ass and hit him with everything you've got. Granted, not every back can be brought down with one hit, but he isn't going far when he's juking and spinning at the line of srimage. If your being burned constantly by his HB, use your LB to take over blocking assignments for one of the lineman who's lane the HB is trying to smoke which should free up your big man for a nice stop. As far as reading a defense goes, you guys have already touched on all the basics and then some. I'll just make this an over view. If the DB is playing inside the receiver it's man on that side of the ball. Be sure to check both sides because the other half of the field could be playing zone on your slot or TE. Look for the TE, FB, and HB on these plays. If their in a zone with one LB over the middle attack that part of the field if two LB's are in the box, look for the up and out routes. As a defensive player I learned it isn't about stopping every play, it's minimizing options. Find out what the defense is will to give you and take it. Running in this game is easy. I won't go into the blocking scheme of it because that's been done so many times that if you haven't committed it to memory, put the game down and go play some Zelda. I WILL say that your chances of getting yardage increase if you use more that two recievers. What I like to do is set up my motion running plays with my TE as the slot. I motion the TE and snap the ball when the TE is behind the lane I'm running through, if he's good he'll leave a nice hole for you to run through. As far as camera angles go, I like the classic because of the field view, but I've played with the regular cam and zoom cam too. By the way, I agree with DMX, this site is one of the best out there and it's been a long time coming. Great work TAFKAC!!!

submitted by Stentor

RULES TO MAKE THE FRANCHISE HARDER

A few weeks ago, I posted a message in the PFL forum suggesting some rules to make the game harder on you. Since the topic is now red hot in this forum, and becauce TAKFAC asked me, I've decided to come up with something for you guys... First of all, there's many rules you can easely add. You may not like them all... simply use the one you feel confortable with. Hey! It's still a game... if your dream is to win the SuperBowl with Jake Plummer as the Detroit Lions QB... go get him! Don't restrict yourself! I want you to have fun playing Madden 99! OK! Here it's...

Rule #1

You can't make any trades! Why? You guys know why? It's to easy to win those trades with the Computer. And what about the trade offer coming from the Computer? I leave this to your discretion but let me put it this way... if the Computer is stupid enough to offer me Johnnie Morton for a no name 74 rated ROLB... he don't deserve any respect so I'll say yes!

Rules #2

A LILB is a LILB, not a DE, not a LOLB, not even a RILB! If you want to make it hard for your G.M., use this rule. The biggest problem using this rule occur at the CB spot. Everybody know that, after season 1, the best WR of the opposing team always line up in front of you starting RCB. But what do you do when your best CB is the left one? You can either switch him to the right side... or you can use rule #2 to make it harder on yourself!!!

Rule #3

This is my favorite one. Always play your game on auto substitutions mode. Why? Simply because the computer is playing that way! How many time did I saw Jerome Bettis rolling over my defense only to be stop 3 time in a row near the goal line because he's dead tired? Why should you be able to rest your main runner during a drive? The computer can't do it and it's costing him alot!!! I'm telling you, if you got a running team, you're gonna have problem with this rule... It gives a all new dimension to the game.

Rule #4

You can't release players! You can only release a players when his contract is up! This is the ultimate planning rule. Anyway, I don't really know what they do in the NFL but I'm pretty sure you just can't release a players without any consequence to your salary cap.

Basically, this is the way I play my franchise. If you want to, you can add some punting or time managing rules... it's to you discretion. But remember, the purpose of the game is to have fun!

By the way, feel free to comment or add anything to this list.

I was reading my text and I notice that I've forgot a important rule...

Rule #5

You can't sign free agents at the start of the franchise. That's obvious that if you want to make the game harder on you, you can't sign those Dar Dar, Bennett, Zimmerman and friends without any offer coming from others teams... As for the free agents signing at the end of the season... I think it's OK to sign some players if you apply all the others rules. Why? Because you won't just "drain" all the talent with the idea of trading or releasing them if they don't fit in your team.

submitted by Angel1396

One thing I like to do in the franchise is to save it after every season then see who retires after that season. If a good player retires then I load the season back and I trade that player before I click retire players ( I use the 49ers a lot so when Steve Young and Jerry Rice retire I trade them for good young players). I thought maybe you could put that in your tips for the Franchise

submitted by Ovidian

If I may, I'd like to offer this bit of strategy. Most savy GM's already use this, but it may not have occured to few yet. First, you mention as a first step to resign your free agents. You, no doubtedly, say to save the season first and then procede to that step to see who needs to be resigned. You may want to mention that this is also an excellent time to drop some dead weight (or release players) from the roster. This is the best time to do it since it frees up more money under the cap. From this point, you can actually plan at least your top draft choice and maybe the second pick (if only projected as back-ups, depending on how good the draft is and what free agents you can sign. Also at this time of year, try and trade those that you intend to cut. Sign players from the pool and try to trade them as well. I signed a LG of 68 and through several trades finally got a first year Receiver of 89 with 99 speed (and he actually cost LESS than the orginal LG). And for Free Agent pool (not the Free Agent signing at the end of the year), you should mention that you should ALWAYS try to "low-ball" them. Draftees usually sign for just under their value for 3 years. But from the free-agent pool, I've saved millions by offering much less and just increasing the contract. I found that this generally works better when the player is 26 or older. OK, just one more suggestion...as if these haven't been enough already....hehe, sorry....anyway.... You have a section for trades, but it only appears to deal with the trading at the end of the year. Perhaps you should have a new paragraph for pre-season trading and during the year (at least up to week 6). I've pulled off many evil trades during this period. The absolute best way is to look for a team's weakest point. They're usually very happy to give up a quality player. Then just keeping trading until you land a high quality. In my current Franchise, the Jacksonville Jaguars (5th year in All-Pro), I'm undefeated with every starter over 85. Even my back-ups would start on most teams.Well, I hope that I haven't been too much of a pain in the ass here. It's just an excellent site and thought I'd throw in a few suggestions. Keep up the great work.Sincerely,Ovidian PS....Almost forgot the most important thing. You mention in your post season Free Agent section that you should always take the best players. Sure, granted. But you should ALWAYS, ALWAYS, ALWAYS sign top of the line LE's, RE's, and DT's(85 or higher). Teams almost never trade their best defensive lineman. I tend to hoard them...I usually keep around 8 to 10. Never know when you may need to make a trade.

submitted by Leif

when the draft is over and you want to trade for some young talent, don't start new season go to front office and trade, then go to the bottom of your roster you can see everyones 4 picks at the bottom and trade some young guy with a 80+ start for an old timer with a little more rating.

submitted by Tommy Thompkins

Under Singleback - Deep Attack passing play. If you can't find a main reciever on the first streak out, wait until they begin their trek back, and they'll always be far enough ahead of the Cornerbacks to catch the ball almost every time. After he catches the ball don't speed burst because it will take the reciver a second to turn back around. Most of the time (If your reciever is agile) you can get about 25 to 30 yards. Even if your reciever isn't agile, you will get at least 15 yards, good for a first down. Its not uncommon for me to get all the way to the endzone. Note- This play should be used when you are between the the two 40 yard markers. Under "I" Form - WR Streaks passing play. Same as Deep attack, if you can't catch them open going out, you'll catch them on the return. Sometime though if other people are in their way on the return back they'll do a slant, which is just as effective. No matter if Deion is the Cornerback, he won't be able to stop this play. Under Pro-Form - 3 WR's - All Streaks passing play. Same as the upper two. And of course, Shotgun - 4 WR's - Hail Mary. Good for those 4th and 34 conversions that I always go for. On the recievers route back, you'll still get about 30 yards. Don't ask how I got in a 4th and 34 situation. Running Plays: Under "I" Form - HB Toss. The toss should be to the right. Works very well. Some teams have excellant rush coverage. It HB toss doesn't work, the go to Pro-Form and choose Quick Toss. You can really confuse the defense by hitting the C-Up button when selecting you plays. It will reverse the plays so that the RB's route goes from right to left and vice-versa. This also works for pass plays. By the way, all of the plays above are for sure, in the Giants playbook. Franchise notes: When playing in the Franchise mode, some great free agents are Dave Meggett, HB, and A. Harper, WR. Meggett will cost about to and 2 and 1/2 million but he is worth every penny. Harper will cost you about 3 and 1/2 million. By the way, these players are the best free agents, and thats not an opinion.

submitted by Tony Y 10

1. Utilize your audibles on offense and defense.

2. Defense audibles: 4-3 double zone,nickle man and dime pinch.

3. Start with your best defense on the field and then read what the offense is set up in.--3 or 4 wide I switch to man. If they send a wide out in motion again I audible to man.

4. I control the middle lb and move him up to line of scrimmage for the run if it is a pass I release him and put as much pressure on the qb as possible.

5. My 3 audibles pretty much cover the short to mid range passes, If I start getting bur- ned consistantly on long bombs I will start in the double wide dime and work from there

submitted by Rob

Take over the receiver and jump to catch the ball on offense. Utilize the rb screen and hb lead plays. Avoid one-on-one coverage if possible, you can get burned really bad if you dont knock down the pass in one-on-one. Run to the inside first, then break to the outside (the defense is usually too fast to start towards the outside against). Press the cicle button (psx) to bullrush on a blitz (if you are a strong lineman, ie. gilbert brown or neil smith, you can bowl right over the offensive line and easily get sacks). Try using a shotgun set with 4 or 5 wideouts, b/c almost always at least one receiver will be open

submitted by Serkins 213

You can sometimes get through the offensive line unchallenged. If you pull your defensive tackle off the line of scrimmage about 2 yards then delay your pass rush. (passing plays)

submitted by Executive Director of PFL

Screen Pass-I wouldn't control a lb unless I clearly understood that lb's resposibility in coverage based upon the offensive formation. You see, if you control an olb on the right side, his responsibility will be different than that of lets say if the play is flipped. You are in the Ball park with the 4-3 double zone to control screens. Problem is it leaves a seam just beyond the cb and a slant or quick out to the wide side of the field is open because the safety cant make it over in time. Another good screen defense is the 4-3 pinch. You may even consider a 3-4 cover strong depensing on which hash the ball is line on.

submitted by Scotty B

Screen Pass-Defending on screen plays are easy as long as you cover the running back as a middle linebacker. I like using Nickel Defense, that way I know my secondary will cover well and my DL will rush the QB while I take the running back to stop the screen. My Cowboy D averages about 185yds passing allowed a game(against humans-way less against computer). All screen plays are usually taken for a loss. Just have good coverage on all three receivers(also tight-ends) and cover the RB to ensure a short gain if anything.

submitted by Salty Dawg

Screen Pass-Basically the screen is hard to defend. They best plays to stop a screen are the under and short zones, but you must beware because if it is not a screen you might get burned by a bullet arm QB. He may catch the ball but he won't get far. Try one from the nickle. If you can get a good rush in your linemen may tip the pass. And ofcourse be aware of the situation.

submitted by Matt

Passing vs Nickle Under 2 Deep-use big formations, such as the strong, or the I-formation. Then pick plays where you have a tight end, or a back or someone available for a quick drop, up the middle. one such play is the stong-big "rollout". the tight end curves into the middle of the field, it should get 10yards+. THe middle is VERY VULNERABLE against the nickel. you should be able to pass on it all day.

submitted by Timothy N.

One thing I'd like to suggest. You mention that it helps if you stop your QB before you throw. I always seem to drift back as I scan the field for a reciever. I've learned to drop back about three steps (or 4 or 5 yards) and stop. This does two things, besides making your passes more accurate. One - defensive ends are blocked much more easily by your linemen. If you drift back too far, the DE's can use their speed and run past your tackles and get to you. If you stay near the line in the pocket, it neutralizes their speed. Two - the only way to get sacked now is by an interior lineman or blitzing middle LB. Even if they get you, it's only a 6 or 7 yard sack (compared to the 10+ yard sacks I used to get!). Also another tip. I used to always overthrow guys on hook paterns. My recievers would jump for balls and miss them. Then I learned once you start pressing the button to throw the ball, press down. This will aim the ball slightly down and make it easier to catch. Also, pressing up on a deep lob pass can throw the ball further down field. I usually aim low on all passes over the middle, like crossing plays or TE slants. They stay down and (as they say on tv often) you put the ball at a spot where only the reciever can get it. Less interceptions.

submitted by Get-Off & Diana

I use the NEAR formation, then run either the Post Drag or the FB Flat. I usually sub in my fastest reciever at the TE spot in this formation. With the Post Drag, I drop straight back about 5-7 steps, the TE cuts diaganolly to the sideline, and I lob a high pass to him(X button), and jump at the right moment. Good for 30-35 yards damn near every time. With the FB Flat play, it's almost the same result, except the TE runs forward for about 5 yards, then cuts to the flag. He's usually wide open. Hit him with a bullet before the coverage canget over.

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