Madden NFL 2002 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Madden NFL 2002 - Strategy Guide (Page 01).
Madden NFL 2002 (PS2) - Strategy Guide
Written by PyroFalkon (pyrofalkon@hotmail.com)
Current Version: 1.0a
Last updated: 25 April 2002
+-------------+
|LATEST UPDATE|
+-------------+
v1.0a (25 April 2002, a little later)
Wow, not even a day passes and I find something that can be used for updates.
Added the player and team rankings, and the Version History section.
+-----------------+
|TABLE OF CONTENTS|
+-----------------+
1. Intro
PART 1: FOOTBALL
================
2. Player Positions
3. Offense
a. Basic Theory
b. Advanced Theories
c. Personal Faves
d. Going for Two
4. Defense
a. Basic Theory
b. Advanced Theories
c. Personal Faves
5. Special Teams
a. Kickoffs
b. Field Goals
c. Punts
d. When to Fake
6. The End Game
a. Offense, Leading
b. Defense, Leading
c. Offense, Trailing
d. Defense, Trailing
7. Slapping on the GM Cap
a. Signing
b. Re-signing
c. Trading
d. Drafting
8. Challenging Plays
9. Franchise Mode
PART 2: MADDEN 2002 FEATURES
============================
10. Other Game Modes
11. Madden Challenge and Cards
12. Create-a-team
PART 3: PLAYERS AND TEAMS RANKINGS
==================================
13. Best Players by Position
14. Best Teams by Category
PART 4: FAQ STUFF
=================
15. Version History
16. Legal Info
17. Contact Info
+--------+
|1. INTRO|
+--------+
Welcome to my FAQ on Madden NFL 2002 for the Playstation 2. Thanks in advance
for reading!
I'm going to talk about football strategy, from the sidelines to the front
offices. There will be a shorter section about some of the extra features of
Madden 2002, but I won't go into them in detail since all the information is
there for you in-game and in the instruction book.
I'm going to assume you know the basics of football rules. For example, the
offense has four downs to get 10 yards, stepping out of bounds is bad, crap
like that.
Okay, since most of you are coming here for football strategy, that's the first
part. So, put on the cap of your chosen team, and away we go!
+----------------+
|PART 1: FOOTBALL|
+----------------+
This entire section will deal with plays on both sides of the ball, as well as
getting a perfect team for your personal play style! Let me point out right now
that there is a Practice mode in the game; go there to test any strategy you
have, or to verify mine. That mode is almost as valuable to rookies as is their
jock strap and helmet.
+-------------------+
|2. PLAYER POSITIONS|
+-------------------+
This section deals with what each player's position is, and what skills you
want to look for when you either sign or trade for that position. Also, I'll
only refer to the full name in this section... otherwise, throughout the FAQ
I'll be using the abbreviations.
OFFENSE
=======
Quarterback (QB) - This player is the leader of the offense. He's the first one
to touch the ball on any play. He'll either hand it off to a runningback, or
throw it downfield for a pass. A QB needs to have good Throwing Power (THP) and
Throwing Accuracy (THA) if you intend to use a lot of passing plays. If your QB
has high Speed (SPD), he can run the ball himself during plays that break down,
or simply to avoid getting sacked by the defense.
Halfback (HB) - This player is your main runner. He'll typically just take
handoffs and run downfield, although he may go out for some passing plays. He
needs high SPD, Acceleration (ACC), and Agility (AGI) of course, and a high
Carrying (CAR) so he doesn't drop the ball everytime he holds it. If you're
going to pass to him a lot, make sure he's got a decent Catching (CTH) stat.
Breaking Tackles (BTK) is very important too.
Fullback (FB) - This player typically blocks for the HB if you're doing a
running play, or he'll block for the QB on other plays. Sometimes he'll run
with the ball, and he seldom goes out for passes. Typical FBs will have decent
SPD, high Strength (STR), and good Run Blocking (RBK). Pass Blocking (PBK) is
important too, although it doesn't have to be as high. Unless you're going to
use him for running and passing plays, AGI, CAR, CTH, and ACC don't matter as
much. The HB and FB are collectively called the runningbacks.
Wide Reciever (WR) - Except for very specific plays, there's at least one of
these guys on the field at once, with up to five total. They're the ones who go
deep and catch passes. High SPD, ACC, AGI, and CTH are very important. CAR and
BTK are very close seconds.
Tight End (TE) - There's normally one of these on the field on each play,
sometimes two, ocassionally none. TEs typically block, although they can go out
for passes too. Because their primary job is blocking, try to get guys with
high STR, RBK, and PBK.
Center (C) - This guy is the one who gives the ball to the QB at the start of
every play. That's the only thing he does aside from block, though, so STR,
RBK, and PBK are the three big important stats.
Guards (LG and RG) - These two flank the C on the left and right. They only
block as well, so make sure they have STR, RBK, and PBK.
Offensive Tackles (LT and RT) - These two flank the LG and RG. Again, they only
block, so you know which three to pick.
DEFENSE
=======
*Note: All defensive players obviously need high Tackling (TAK).
Defensive Tackle (DT) - Depending on the formation, there will be either one or
two on the field. Except for very few plays, this player (or players) will try
to blast the QB of the opponent. STR is important, and AGI less so.
Defensive Ends (LE and RE) - These two will flank the DT, and also try to nail
the QB on every play.
Middle Linebacker (MLB) - Depending on the formation, there will be one or two.
He stands right behind the front line of the defense, trying to block short
passes or tackle the runningbacks if they get past the front line. Jumping
(JMP) and SPD are important here.
Outside Linebackers (LOLB and ROLB) - They will stand a little ways from the
DEs. They are responsible for stopping the runningbacks if they try to run to
the sidelines, and they stop short passes from reaching the recievers. All the
linebackers blitz ocassionally (run right after the QB, ignoring everything
else), but the OLBs do so more. Therefore, they'll need decent JMP, SPD, ACC,
and AGI.
Cornerbacks (CB) - These guys stand near the sidelines at the edges of the
formation. They are responsible for deflecting passes thrown to the WRs. High
SPD, ACC, and JMP are very important.
Free Safety (FS) and Strong Safety (SS) - The safeties try to block long
passes, as well as tackle anyone who manages to get past the rest of the
defense. They'll typically pick up WRs that outran the CBs, or they'll
double-team WRs if they're not needed elsewhere. Safeties need high SPD, ACC,
and JMP.
SPECIAL TEAMS
=============
Kickers (K) and Punters (P) - The K kicks field goals and kickoffs, while the P
is only responsible for punts. In Madden, their exact position is pretty much
irrelevant; if you have either a good K or P, he can take the job of the other
one, too. Ks and Ps need high Kicking Power (KPW) and Kicking Accuracy (KAC),
naturally.
+----------+
|3. OFFENSE|
+----------+
Even if you can't tell Marshall Faulk from Zach Thomas, or have no idea what
position Jerome Bettis plays, or what two teams actually share the same
stadium, you do know that it takes points to win a game. You can't score if you
don't hold the ball, and you can't score consistently if you make mistakes
every five seconds. While it takes a little practice to get down your style,
you should be racking up points in no time.
+----------------+
|3a. Basic Theory|
+----------------+
All right, when you're on offense, the basic question that poses you every
single down is: run or pass?
Now, let's assume for a second that all your guys are equal in strength. The
basic theory of which to choose is related to three questions: what down is it;
how far is it to get a first down; and what's the score.
WHAT DOWN IS IT - Running plays are far better to choose in early downs, mostly
because they are much safer. Because your QB is handing the ball DIRECTLY to
your runningbacks, there's no chance for a turnover unless your runner's
fingers are made of butter and he drops the ball every time. However, because
you probably won't get more than 3 to 5 yards per run, you'll need to pass if
the down count is getting too high.
HOW FAR IS IT TO GET A FIRST DOWN - If you ever need more than 10 yards, you'll
need to pass. Passing will oftentimes get you worlds more yardage than runs,
although throwing too deep too early will cause problems. The Pass Defense AI
is much stronger this year, and while it's not perfect, you'll not want to risk
giving up an early lead.
WHAT'S THE SCORE - If you're leading, don't bother running passing plays. After
all, there's no reason to risk the score to get a few extra points. If you're
behind, you'll want to go deep, since that may be your only chance to get away
with a win.
Here's the basic theory list, assuming the score difference is 7 or fewer
points either way...
1st Down: Run.
2nd and less than 7 yards: Run.
2nd and more than 10: Pass.
3rd and less than 3: Run.
3rd and more than 5: Pass.
4th and less than 1: If you're feeling confident and you're past the 50 yard
line, try a run.
4th and anything else: Punt or Field Goal.
Notice that I didn't cover every single yardage situation. The reason is
simple: your team's strengths and weaknesses, as well as your personal playing
style, should dictate the list also. If you've got a fantastic runner like
Bettis, George, or Faulk, run more. If you have a good passer with good
recievers, pass more.
+---------------------+
|3b. Advanced Theories|
+---------------------+
WHEN TO PASS
============
On all passing plays, the WRs have definite routes that they run. If they cut
(quickly change directions) or curl (come back toward the line of scrimmage
after running a set distance), you'll want to time it so they they recieve the
pass when or soon after they make the move.
For example, let's take a play in which the WR cuts inside. The moment he
plants his foot and turns directions, the enemy defender is still going to be
travelling the same direction. The defender must REACT to the action, which
might buy that extra split second you'll need to hit your reciever when he's
free.
Another tip for passing to get your timing so you throw BETWEEN defenders. Take
a look at this...
R------------N----------->
X X
===========================
Q
R=Reciever
X=Defenders
Q=Quarterback
You'll want to throw the ball so your reciever will catch the ball at the N
mark. Now, you'll not want to throw when he's AT the N mark. You'll want to
throw the ball while he's a few steps away. Basically, you'll want to throw the
ball where the defender SHOULD be in two steps, not where he's currently at. If
your timing is good, you can make the play and burn the defense to get a few
extra yards.
RED ZONE
========
The "Red Zone" is the area between either 20-yard line and the closest goal
line. If you are inside either Red Zone, the rules change a bit.
First of all, if you're in your own Red Zone, you need to be careful. An
interception or fumble could quite easily turn into a defensive touchdown, even
if you're against a team with below-average defenders. Besides, even if you
manage to stop the enemy before they score, he'll be in a beautiful position
when they take over on offense.
Getting out of your Red Zone has two schools of thought. Some play as if their
tails are on fire, and they chuck the ball deep every time to get out quickly.
Others go the safe route and call runs, although they may be stopped soon.
I play a mix, and alter my play depending on the situation. If your team has
better running or passing, or the defense is weak against one or the other,
exploit it. Say you've got a phenomenal QB and WRs. Passing to get out is
probably your best bet. If you've got great blockers and runner, try a running
play designed to get you to the sidelines, then turn up and head downfield.
If you're in the enemy's Red Zone, it's a whole other ball of wax. 20 yards is
not too far from a touchdown, and you're definitely in field goal range. Again,
you'll want to exploit your team's strengths and the enemy's weaknesses, but
it's not nessecery to go insane with risks. I personally run my standard
offense until I hit about the 15 yard line.
The one problem with being in the enemy's Red Zone is that you can no longer
use really deep passes. Short and medium passes are typically what are blocked
unless your QB has a lightning-quick release (which is more up to how well you
play personally). On the other hand, the enemy may use their best DTs and DEs
to stuff the line and give little to no hope of running.
What I typically do when I get that close is run my best running play and see
how the defense reacts. If they blitzed, I throw a pass on the next down. If
they hung around looking for a pass, I run again. Typically, they will run
about the same play for the first two downs, then change for the third if they
think it will help them.
PLAY ACTION PASSES
==================
Play action passes are plays that have the QB pretend to hand the ball to a
runningback, but then he'll drop back to pass. If you use too many of these, or
you seldom call runs, the enemy will not be fooled. For example, I typically
run PA Passes on the second down about 3/4 of the way to the enemy's goal line.
Except for the hardest difficulty, the computer is pretty fair. If you
generally call running plays, then throw in a PA on the same downs, the
computer will generally go for it.
There's a science to using this play, though. The defense will only react to it
for a split second, and typically only the LBs are thrown off. After all, the
WRs and TEs will be running their routes, so the CBs and safeties won't be
distracted since they're only looking at the guys they're supposed to be
covering. Also, the fake handoff takes about a second or two, which is enough
time for a sack if enough of the enemy is blitzing.
Basically, you shouldn't run a PA unless you know exactly how it's going to go
and who you're going to throw to. I'm not saying you'll have to pass
immediately after the fake, but because the PA is nothing more than a deception
pass (and is therefore only as good as the deception itself), you'll need to
find a target quicker than a normal pass play.
Because the MLBs and OLBs react more to PA plays than anyone else, try to
choose one in which you'll pass to someone going in the middle.
QB SNEAKS
=========
A QB Sneak is when the QB takes the ball himself and runs it. This typically
won't get more than a few yards, but it could throw the entire defense into
confusion. There is only one "set" QB Sneak; it's under the Goal Line formation
of all the playbooks. However, that doesn't have to be the ONLY QB Sneak.
If you watch real NFL games, you'll notice that when severe pressure is applied
to the QB, sometimes he'll just give up trying to throw it and run. This works
VERY well in-game, although you're going to need a very speedy QB to pull it
off with any sort of sucess.
One of my favorite plays was to call a Hail Mary, which sends five WRs (and
therefore all the CBs and safeties and LBs after them) deep. With most the
defense 30 yards downfield, and the rest tangling with my front line, that gave
my QB the chance to just walk around the scuffle and haul butt downfield. The
defense covering my WRs would have to take the time to turn around, plus my WRs
would try to block them. Also, the front line of the defense would have trouble
breaking away from the front line of my offense. By the time all the defense
figured out what was going on, my QB was several yards downfield already and
still running. When it was executed correctly, I could get upwards of 20 yards.
This is a VERY dangerous play to try all the time, however. QBs tend to drop
the ball when they're hit, and you'll have to be slightly lucky to get a QB
with the SPD to pull this off right. Also, if only one CB or LB hung back to
watch my QB, I could not get more than a few yards. I only used it in times of
crisis, or when I needed to throw variety into things.
HURRY UP OFFENSE
================
At the end of each half, you should hurry to get your plays off. You may elect
to choose the same play and not enter a huddle by issuing a No Huddle command.
Once the play is done, hold Triangle, and everyone will reset to the line of
scrimmage with the same play chosen. You can call an audible there to mix up
your offense.
This has other uses than the end game, however. The defense gets tired faster
than the offense, and by continually hurrying the play, you can make them tire
out fast. This will lead to them being at quite a disadvantage by the time you
get to their Red Zone. This also disrupts the tempo of the game if you start it
during the second or third quarter, and you can severely throw off a human
opponent at the same time. While the computer doesn't get completely confused,
they tend to fall asleep on the first few plays if you run a Hurry Up Offense
at an unexpected time.
+------------------+
|3c. Personal Faves|
+------------------+
Because my team has an all-around running and passing offense, and because I
run about two-thirds of my plays as runs, I needed a playbook with mostly run
plays but a good selection of passing plays as well. I settled on Mike Martz's
Saint Louis Rams playbook. Here are my favorite plays from that playbook...
I FORM-BIG > HB TOSS - This is a perfect play to establish the running game
early. My HB takes the ball on a toss from the QB and runs right. The FB gives
him a lead block, and the TE and offensive line block any oncoming traffic. The
sole WR on that side helps out too. I can get about 4 to 6 yards on average.
WEAK I-NORMAL > FB POWER - When I only need a few yards, such as a
third-and-short situation, I go to this play. The FB takes the ball and pounds
it up the middle while the HB goes to the right, hopefully making some of the
defense watch him. While I never get more than 2 to 4 yards with this one,
sometimes that's all I need.
SINGLEBACK-SLOT STRONG > PA HB CURL - This is a basic Play Action Pass play.
The HB fakes the handoff, runs up the field five yards, then curls back toward
the line of scrimmage to get a pass. The reciever on the left side of the field
is mimicing those motions, although he curls back after about 15 yards. The TE
runs up a few yards then breaks diagonally to the right, and he's normally the
one I'll pass to. Meanwhile, I have another reciever who is hanging around near
the right sideline, and another who's going deep. That gives me two short, two
mid, and one deep options for my pass.
SINGLEBACK-4WR > SLANT OVERLOAD - This play features four WRs, all of whom go
forward about 5 yards then cut diagonally. All but the WR on the far left will
break toward the left sideline. This gives four options, and each option will
cut. The only problem is that they sometimes bump into each other, especially
on the left side, which hurts my chances to complete the pass.
SINGLEBACK-EMPTY 5 WR > HAIL MARY - 4 WR and my HB line up, and they just run
deep. My HB is normally who I throw to, and I favor the right side over the
left since there are more recievers there. Of course, if everyone's covered and
no play is possible, I drop it and tell my QB to run.
+-----------------+
|3d. Going for Two|
+-----------------+
If you're behind by a large margin, you can elect to go for a two-point
conversion after a touchdown. That means you decide not to kick a field goal
and simply try to make a touchdown from the two-yard line. If you suceed, you
get two points instead of the usual one. It's risky, but sometimes it's the way
to go.
If you're ahead, don't bother. When you're in the lead, you'll want every point
you can get, so there's little reason to risk getting none in order to go for
the sure thing of the one-point field goal.
If you're behind, again you'll need every point you can get, and again there's
little reason to risk it. The time to try it is in the fourth quarter, when
that one point can mean the difference between a win and a loss.
Some people like to try it when they're one point down. That means they will
either be ahead or behind after the play, taking a gamble either way. I
personally don't do this, and I prefer to send a game into overtime with a
field goal than to risk a two-point conversion, especially during the playoffs.
It's really up to you, and you may want to use them more if you think you can
get those two yards easily. Just remember, though, that you only get one
chance.
If you have to take your extra-point attempt farther away for some reason (say,
an offsides or delay of game penalty on the first attempt), don't bother trying
a two-point conversion. It's hard enough to get 2 yards downfield on one play,
it's even harder to get 7 yards or more.
+----------+
|4. DEFENSE|
+----------+
Defense is somewhat harder, because the play is entirely controlled by the
offense. You have to react, and you'll need a little luck on your side as well.
However, once you have the basic formula down, you should do well.
+----------------+
|4a. Basic Theory|
+----------------+
The biggest thing you need to do, especially if you're actually playing one of
your defenders, is know what your player's responsibility is. Generally, you'll
not want to pull your DTs back to block passes, and you'll not want to bring in
your safeties to blitz (although there are plays written for that).
Beyond remembering what you're supposed to do, also know what you've been
ordered to do. The defensive plays are written so each player has their own
area or player to watch and defend. When a player steps away to help another
too early, it can result in problems.
For example, let's say that you're playing as your MLB. You see a WR burn your
CB, so you decide to go and help. That leaves the entire middle open, and if a
WR is running that way, he'll have an easy reception. You'll have to have the
mindset and will to keep your guys where they should be. After all, in this
example, on of your safeties should be picking up the stray WR. It's not the
job of MLBs to clean up trash.
Obviously, the DTs and DEs (along with anyone else who's blitzing) have easier
missions. Their jobs are to kill the QB with disregard for everything else. If
the play you picked assigns your guy to blitz, ignore all rules and tendancies
of where defenders are supposed to be. Yes, having your MLB blitz will leave
the middle open, but hopefully you'll get a sack before the QB can pass there.
You may be asking, "What's the difference between telling my guy to blitz and
picking a play that has him doing it? He's blitzing either way!"
There's a problem with going on your own. Plays in which non-linemen are
blitzing are DESIGNED to compliment the open area. For example, if you're
running a 3-4 formation, in which you have two MLBs, and one of those two
blitz, then the one who hangs back will take a half-step to the center as well,
trying to cover both areas.
You see, the "problem" is that the computer will control your other 10 guys as
the play dictates. So if you do something that the play did not intend to
happen, then your other guys won't try to help out with the open area. If you
take that MLB and have him blitz on a play that wasn't designed for him to, the
other MLB will not attempt to cover your guy's area until it's too late.
Once the ball has been thrown or handed off, it's a whole other story. The
moment you know that the enemy has thrown or handed off, your job, no matter
what your position, is to run over the ball carrier. It doesn't matter if
you're on the other side of the field, hold that sprint button down and get to
the ball.
To block passes, you'll have to first make sure you're between the ball and WR.
That seems obvious, but you have to realize that blocking passes is not the
only way to play defense. If you're ahead of the WR, you can wait until he
actually touches the ball before planting his face into the ground. That alone
may jar the ball loose, and even if it doesn't, it won't get them any
additional yardage.
Of course, blocking passes gives you a chance to intercept, and unless you're
one of the safeties, there is at least one man back to help you should
something go wrong. As the ball nears the target, simply hit the triangle
button. Your player will try to catch it, although if he can't, he'll do his
best simply to knock it away.
To tackle a player, make sure you're close enough and jam the Square button.
Keep tapping it as you make contact to better you chances of taking him down.
Just remember not to blast the QB after he's passed, or the K or P after he's
kicked, or you'll get a penalty.
+---------------------+
|4b. Advanced Theories|
+---------------------+
LINE SHIFTING
=============
Before the ball is snapped, you can shift your DTs and DEs left or right,
and/or shift your MLBs and OLBs left or right. If you see a weakness in the
offensive line, or you see a strength of the offensive that you need to block,
shifting your lines may make the difference between a 20 yard gain and a 5 yard
loss.
You basically want to look for a situation in which the offense has more WRs on
one side than the other. You'll want to shift your LBs to the side that has
more WRs to cover them better, for example.
Note that you don't need to shift your lines as long as the number of recievers
match your CBs. For example, if there are 2 WRs on the left and none on the
right, your RCB will move over to the left before the play even starts. No line
shifting is necessary in that case.
PREVENTING A TD
===============
Sometimes, towards the end of the game, all you'll want to do is prevent a
touchdown. If there's only time for one more play, for example, and you're
ahead, running a standard defense is not necessary. You can manually take one
player back deep, and have him be the last line of defense. I'll go on more
about that in a later section.
+------------------+
|4c. Personal Faves|
+------------------+
All the defensive playbooks are identical.
NICKEL > MAN LOCK - This play has the four defensive linemen charging forward.
The three CBs will tag and follow WRs. The MLBs will follow the runningbacks if
they go on passing routes, or they'll cover the middle area of the field. The
safeties go back toward the closest sidelines, preventing a Hail Mary or other
deep pass. This is a great balanced passing defense when you know that the
enemy will go to the air, but you're not sure where exactly the target will be.
3-4 > DROP ZONE - This play features the three defensive linemen blitzing the
QB, while the other 8 men spread out over a 15-yard area to block passes.
Because the defenders cover areas, not WRs, this play is susceptible to quick
passes to the outside, or bullets just over the linemen in the middle.
3-4 > MAN UNDER - This is a safer version of Drop Zone. The OLBs and CBs do the
same jobs, but the FS goes a bit deeper and toward the middle. Everyone else is
free, so they can pick up anyone who crosses into their territory. Again, this
play is weak against quick passes and is not recommended on 3rd-and-short
situations.
3-4 > CB BLITZ - If you know that the enemy will run, this play will annihilate
them. The three defensive linemen charge the QB, and the CBs curl in from the
outside. With pressure from both sides, it's very hard to pull off a running
play against this defense, and offensive sweeps and tosses are most
susceptible. However, if the offense decides to pass, it leaves BOTH WRs open
for a very fast bullet.
GOAL LINE > SLANT STRONG - When you're within your own seven yard line, you'll
want to be very careful. If you make your defense too compact, you'll leave a
large open spot somewhere for a quick run or pass. If it's too sparse, then you
won't be able to help someone in time if they get into trouble. This play is a
healthy balance. Four defensive linemen charge the offense, making runs up the
middle nigh impossible. The men flanking them fall back and step to the
sidelines to deflect passes. Behind the front line is two men who can cover the
middle. On the sidelines are two CBs to stop quick passes, and to tag and
follow the WRs. This play is weak against a sweep.
DIME > UNDER 2 - This play is perfect against deep offensive passing, and poses
a challenge to anyone who's passing medium and shallow. The two furthest CBs
and the two safeties all go deep, taking away a Hail Mary pass. The two other
CBs and the MLB are free to pick up WRs and to cover the middle of the field.
Runs, especially sweeps, tend to beat this offense, although good CBs and MLBs
will be able to prevent too much damage.
+----------------+
|5. SPECIAL TEAMS|
+----------------+
Special teams are the guys who are on the field during any kind of kick.
They're comprised mostly of your best defenders, although the linesmen are
taken out of the equation due to their low speed.
+------------+
|5a. Kickoffs|
+------------+
Kickoffs usually feature your kicker on the 30 yard line. Kicking it out of
bounds will cause a penalty flag to fly, and the enemy gets the ball on their
own 40. If the kicking team kicks it into the endzone, the receiving team can
kneel, taking the ball on their own 20. Otherwise, once a member of the
receiving team gets it, everyone else will block while the ball carrier tries
to get as far downfield as he can.
The first goal of both teams rests on the 20 yard line of the receiving team.
If the receiver can get to his own 20 or farther, he "wins" the kickoff and
puts his team in a good position. If the kicking team stops the receiver before
his own 20, the receiver "loses" the kickoff, putting his team in a rather bad
position.
In the event of a safety, the scoring team will get the ball back. When this
happens, the kickoff is replaced with a safety punt by the kicking team's
punter. This kick will definitely not go as far, because the punter won't get a
running start. Safeties are bad for whoever is scored against for many reasons;
the nasty safety punt afterwards is part of it.
+---------------+
|5b. Field Goals|
+---------------+
Field goals feature the kicker trying to boot the ball between the uprights
that lay against the endline of the endzone.
Before I go any further, I offer a quick explanation on how field goal
distances are calculated. The kicker is 7 yards behind the line of scrimmage,
and the uprights are 10 yards from the goal line (due to the endzone). So,
whenever field goal distances are calculated, take the yardage from the line of
scrimmage to the goal line and add 17. For example, if a team is on the 30 yard
line and attempts a kick, the kick is a 47-yard field goal attempt.
Field goal range is from around the enemy's 35 yard line to the goal line,
although 52 yards is stretching it. The safe distance is from the 25 yard line.
Despite the range, you can command your team to kick a field goal from anywhere
on the field if you so desire.
If the kick is made, the scoring team gets 3 points and kicks off to the
opponent. If the kick misses, the defense gets the ball where it was KICKED
(that is, 7 yards behind the line of scrimmage).
+---------+
|5c. Punts|
+---------+
Punting is the way to launch the ball downfield when it's fourth down and you
have no hope of getting a first. You should only punt when you're too far away
from the endzone to attempt a field goal.
Punts are done by the punter, who stands 15 yards behind the line of scrimmage.
Unlike field goals, punt distances are determined by the line of scrimmage, not
the punter's location. So, if the line of scrimmage is on my own 30, and I
punted the ball to your 40, it would only be a 30-yard punt.
Because the punter stands 15 yards behind the line, he cannot give full power
to his punts if he's standing any closer. That means that if you're on offense,
and you haven't even gotten past your own 5-yard line, your punter will not be
at full strength. Of course, if you can't get past your own 5, you have more
problems than a weak punt.
If a punt goes out of bounds, then the receiving team gets the ball from where
it went out of bounds. This can work in favor of the kicking team; if you
manage to kick the ball out of bounds at the enemy's 1-yard line, then that's
where they have to start their drive.
Punts are subject to touchback rules if one is kicked into the endzone.
+----------------+
|5d. When to Fake|
+----------------+
You can call fake field goals and fake punts whenever you wish. The computer is
not stupid, but it doesn't cheat either. If it's conceivable that you would
make a play from a certain distance, they will set up to defend it, whether
you're faking or not. For example, if you select a fake field goal when you're
on your enemy's 20-yard line, they will probably defend against a field goal,
not knowing it's a fake. Of course, if you call a fake field goal from YOUR OWN
20-yard line, they'll know something is up.
Faking isn't that important, and it's certainly not needed if you're in the
lead. Also, if you're more than just a few yards away from getting a first
down, it's too risky to try it. I never call fakes if I'm more than 5 yards
out, and I seldom call fakes unless it's less than 2 to go.
You'll want to take your field position into consideration when you decide to
call a fake. If you're nearer to your own line than the enemy's, you shouldn't
fake. Screwing up would just put the enemy that much closer to getting a score.
Also, remember that your special teams are not supposed to be used on offense.
Your punters and kickers are worthless when it comes to passing, and you
probably won't have your best WRs there either. An effective fake field goal is
the run, in which the guy who's kneeling will take the ball and run to the
right immediately. It's not perfect, and will in fact fail most of the time,
but it's still not a bad option if you need it.
Punters are even worse, although an RB Direct Snap may be the solution. In that
play, the C simply snaps the ball to the runningback, and he tears up the line.
The man there is normally the FB though, and he may not have the speed to get
far enough for a first.
If you're far behind, don't bother faking, just run a normal play on fourth
down. You'll lose any element of surprise that you may have had, but at least
your normal offense is out there making the play instead of crappy kickers and
punters.
| Next Page » |
