EA CFB 25 Custom Playbook Thread
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Re: EA CFB 25 Custom Playbook Thread
Hi everyone! New here as of today but have been following these types of threads since I was a kid when NCAA 14 came out. I created a Pro-Style “Python” Offensive Playbook for anyone who’s interested…
*Difficulty and Sliders
Heisman difficulty with custom slider set that you believe creates the highest degree of realism possible. For me, I have set user pass blocking and defensive reaction times higher than the default and set CPU pass blocking and defensive reaction times lower than the default – among other minor adjustments). Penalty sliders are all default. I have speed threshold set to 42.
*Inspiration
I was inspired to create a custom playbook/philosophy that closely mirrors what I coach at the high school level in metro detroit. At my high school, we run the Power T (the game calls this Split T) and our offensive philosophy is essentially what I lay out below. I don’t like how the developers coded the Split T and Wishbone blocking schemes (or the lack of trap and option out of the Split T), so I decided to create a more traditional pro-style playbook but execute it in-game with the same philosophy I coach with. I also created this in part because some part of me hates how common spread and air raid offenses are now and how uncommon traditional ground attacks are becoming. With that being said, the playbook is below!
…………………………………………………………………………………………………………………………………… ……
*Philosophy
Our play style has been appropriately named the “Python” approach, as we squeeze the life out of the opposing defense throughout the game, wearing them down through endurance, persistence, and mental toughness. Combining this traditional offensive approach with modern offensive analytics (which many traditional coaches would consider to be too aggressive), we leverage both the advantages of ball control and of mathematics. With this approach, we aim to be able to pull away early if we overmatch our opponent and be able to equalize the game down to the final drive if we are evenly matched or if we, ourselves, are overmatched.
• We aim to run the ball (including touch passes and jet sweeps – which account for about 5% of our offensive plays on average – as running plays) ~70% of all offensive snaps
• We aim to stay ahead of the sticks by utilizing well-timed hard counts to draw procedure penalties and by advancing the ball on every play – limit backwards or net-zero plays
• We aim to limit offensive penalties like intentional grounding, holding, block in the back, illegal man downfield, false start, and delay of game
• We go on 4th down based on analytics – past own 35-yard line, if less than 4 yards to go, it’s a decision – if less than 2 yards to go, we go ~80% of the time … demoralize the opposing defense by converting on 4th and extending drives
• We will control the clock, taking the play clock to below 10 seconds on most snaps in the first half and below 5 seconds in the second half
• We will take the wind out of the opposing defense by the end of the third quarter by keeping drives alive and holding onto the ball – limit turnovers
• The average scoring drive should take 8-18 snaps to complete unless big play
• We aim to take the opposing offense largely out of the game by aiming to:
o A) play outstanding run defense, making the opposing offense one-dimensional
o B) limit explosive pass plays
o C) bend but not break defensively
o D) control the clock and not let the opposing offense touch the ball more than 3 times per half (10-minute quarters)
• We will almost always go for it on 4th down inside the opposition’s two-yard line – if we fail, the opposing offense will be set up with:
o A) the worst field position possible likely resulting in a stalled drive
o B) a high likelihood of a safety, resulting in 67% of the points a field goal would net plus a free possession, thus increasing time of possession and defensive wear and tear
• We will utilize the following general schemes/concepts to achieve our goals:
o Zone blocking schemes (inside/outside zone, zone toss, speed option, stretch, etc.)
o Man blocking schemes (power, counter, toss sweep, lead dive, etc.)
o Semi-regular pre-snap motion
o Smart checks into better plays based on defensive box alignment and coverage shells – in each set, we will typically have a check into inside run, outside run, drop back pass, and play-action pass (this may vary by set)
o Play-action passing (typically, first read will be the flat, second read will be the intermediate/deep crosser, third read is the comeback – we have many play-action passing concepts, so this is not applicable for all play-action plays)
o Simple, short-to-intermediate routes with quick and easy reads on non-play-action passes during normal game flow (mesh concept, outs, hitches, slants, levels concept, whips, etc.) – limit sacks and take what the defense gives
o Screens and draws when behind the sticks or if blitz is coming
o Jet sweeps/end arounds/reverses out of multiple sets
o Gadget plays (sparingly)
*Personnel
“Game manager” type QB (bonus if mobile QB or QB with elite arm talent)
Elusive/quick running backs
Strong run blocking offensive line
Versatile tight ends
Versatile FB
*Formations/Sets:
Below are all sets I deploy with my most used plays/play types from each set:
Goal Line – toss, dive, QB sneak, FB dive, any play-action, zone, power, counter
Full House Tight – off tackle, sweep, any play-action, counter, power
I Form Tight – lead dive, toss, toss crack, counter, any play-action, slant, power, FB Dive, off tackle, zone, slant
I Form Pro – lead dive, toss, counter, any play-action, slant, power, FB Dive, stretch, off tackle, zone, misdirection, slants, lead draw (include HB toss pass as a gadget play you can have at your disposal here if desired)
I Form Wing – lead dive, Toss sweep, zone toss, any running play with wing motion, off tackle, any play-action, counter, stretch, zone, power
I Form Wing Over – lead dive, Toss sweep, zone toss, any running play with wing motion, any play-action, counter, stretch, zone, power, off tackle
I Form Slot – jet sweep, fk jet dive, dive, counter, toss, any play-action, stretch, zone, slants, power, lead draw
Strong I Jumbo – dive, FB dive, counter, zone, any play-action, power, off tackle
Strong I Pro – stretch, dive, counter, any play-action, off tackle, power
Strong I Wing – toss, stretch, dive, counter, any play-action, power, off tackle,
Weak I Close – dive, FB dive, zone, power, any play-action
Weak I Slot Flex – dive, zone, power, any play-action
Gun 5WR Trips – drag crossers, QB draw, any whip/flat/drag/slant/flag/etc plays, WR screen
Gun Wing Tight – jet touch pass, zone, ohio spacing, any play-action, any whip/flat/drag/slant/flag/etc plays
Gun Trio Offset – speed option, zone, HB screen, any whip/flat/drag/slant/flag/etc plays, any pass where the RB inserts through the line and cuts to the sideline underneath, WR screen/RPOs
Gun Doubles HB Wk – zone, draw, HB screen, reverse, any whip/flat/drag/slant/flag/etc plays … (Portland mesh is a great play out of this set), any pass where the RB inserts through the line and cuts to the sideline underneath, WR Screen/RPOs
Singleback Ace – stretch, zone, power, counter, any play-action, double post, off tackle, any whip/flat/drag/slant/flag/etc plays
Singleback Bunch – toss, end around, pitch reverse, any play-action, TE angle, fk end around, any whip/flat/drag/slant/flag/etc plays
Singleback Wing Tight – stretch, zone, power, counter, dive, slant, belly, jet sweep, drag crossers
SIngleback Wing Tight Z - stretch, zone, power, counter, dive, H toss, slant, belly
*Preliminary Results
Using Wisconsin (note that Wisconsin’s personnel already match the desired personnel for this offense, so no recruiting is immediately required to build to this play style), I have so far gone 7-0 including a two-touchdown win against USC and a close win against Alabama. I average more than 63% third down conversions, 90% fourth down conversions, and lead all FBS teams in first downs (~20 first downs per game). I average more than 28 minutes of time of possession per game (70% of total game time) and thus my defense only allows around two and a half touchdowns per game on average (many of these allowed points come late in the game when it is already under control when I am trying to prevent rapid scoring by deploying big coverage shells out of Nickel and Dime defenses). My offensive production has been solid as well, tallying about four touchdowns per game on average.
This offense may seem simple to implement and run, but it is quite difficult. To run this offense, one must have a good understanding of how to read defenses (to audible effectively and to not throw interceptions), good instincts for making the correct decision on 4th down, good stick skills to create explosive plays when the opportunities present themselves and to salvage yards to stay ahead of the sticks, an above-average ability to use the new field goal meter, the knowledge of what gap must be run to when executing a man-blocking-scheme run (especially counter), and the discipline to not deviate from the philosophy too vastly during the game (especially when losing by 1 or 2 possessions).
*Notes
1. Even with a higher user pass blocking slider, CPU blitzes and even simple four-man-rushes get home faster than mine do. I have found that making intelligent pass pro checks and calling designed bootlegs creates a hair more time in the pocket, which can be huge if you have a one-on-one matchup you like that may take a second or two to develop.
2. For realism purposes, use fake punts/field goals sparingly. I have noticed in practice that fake punt pass is a 100%er if the return team is not in a safe punt coverage, and you can usually tell before the snap whether they’re in one or not – if you call fake punt and see a safe coverage, just take TO and punt or go with conventional offens. I have only used fake punt once so far in my season (have not attempted fake field goal yet).
3. This offense is very rewarding when run correctly and very frustrating when it is not. When run correctly, seeing your running game open up in the fourth quarter due to defensive fatigue is awesome – where in the second quarter it may have been 3/4/5 yards per carry, in the late game you’ll pop runs for 10/15/20 yards pretty reliably as the opponent’s defense tires out. Make sure that player fatigue and injuries are at their default settings – I think these are sufficiently realistic. If not run correctly, this offense might owe you a new controller and/or TV set.Comment
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Re: EA CFB 25 Custom Playbook Thread
Hi everyone! New here as of today but have been following these types of threads since I was a kid when NCAA 14 came out. I created a Pro-Style “Python” Offensive Playbook for anyone who’s interested…
*Difficulty and Sliders
Heisman difficulty with custom slider set that you believe creates the highest degree of realism possible. For me, I have set user pass blocking and defensive reaction times higher than the default and set CPU pass blocking and defensive reaction times lower than the default – among other minor adjustments). Penalty sliders are all default. I have speed threshold set to 42.
*Inspiration
I was inspired to create a custom playbook/philosophy that closely mirrors what I coach at the high school level in metro detroit. At my high school, we run the Power T (the game calls this Split T) and our offensive philosophy is essentially what I lay out below. I don’t like how the developers coded the Split T and Wishbone blocking schemes (or the lack of trap and option out of the Split T), so I decided to create a more traditional pro-style playbook but execute it in-game with the same philosophy I coach with. I also created this in part because some part of me hates how common spread and air raid offenses are now and how uncommon traditional ground attacks are becoming. With that being said, the playbook is below!
…………………………………………………………………………………………………………………………………… ……
*Philosophy
Our play style has been appropriately named the “Python” approach, as we squeeze the life out of the opposing defense throughout the game, wearing them down through endurance, persistence, and mental toughness. Combining this traditional offensive approach with modern offensive analytics (which many traditional coaches would consider to be too aggressive), we leverage both the advantages of ball control and of mathematics. With this approach, we aim to be able to pull away early if we overmatch our opponent and be able to equalize the game down to the final drive if we are evenly matched or if we, ourselves, are overmatched.
• We aim to run the ball (including touch passes and jet sweeps – which account for about 5% of our offensive plays on average – as running plays) ~70% of all offensive snaps
• We aim to stay ahead of the sticks by utilizing well-timed hard counts to draw procedure penalties and by advancing the ball on every play – limit backwards or net-zero plays
• We aim to limit offensive penalties like intentional grounding, holding, block in the back, illegal man downfield, false start, and delay of game
• We go on 4th down based on analytics – past own 35-yard line, if less than 4 yards to go, it’s a decision – if less than 2 yards to go, we go ~80% of the time … demoralize the opposing defense by converting on 4th and extending drives
• We will control the clock, taking the play clock to below 10 seconds on most snaps in the first half and below 5 seconds in the second half
• We will take the wind out of the opposing defense by the end of the third quarter by keeping drives alive and holding onto the ball – limit turnovers
• The average scoring drive should take 8-18 snaps to complete unless big play
• We aim to take the opposing offense largely out of the game by aiming to:
o A) play outstanding run defense, making the opposing offense one-dimensional
o B) limit explosive pass plays
o C) bend but not break defensively
o D) control the clock and not let the opposing offense touch the ball more than 3 times per half (10-minute quarters)
• We will almost always go for it on 4th down inside the opposition’s two-yard line – if we fail, the opposing offense will be set up with:
o A) the worst field position possible likely resulting in a stalled drive
o B) a high likelihood of a safety, resulting in 67% of the points a field goal would net plus a free possession, thus increasing time of possession and defensive wear and tear
• We will utilize the following general schemes/concepts to achieve our goals:
o Zone blocking schemes (inside/outside zone, zone toss, speed option, stretch, etc.)
o Man blocking schemes (power, counter, toss sweep, lead dive, etc.)
o Semi-regular pre-snap motion
o Smart checks into better plays based on defensive box alignment and coverage shells – in each set, we will typically have a check into inside run, outside run, drop back pass, and play-action pass (this may vary by set)
o Play-action passing (typically, first read will be the flat, second read will be the intermediate/deep crosser, third read is the comeback – we have many play-action passing concepts, so this is not applicable for all play-action plays)
o Simple, short-to-intermediate routes with quick and easy reads on non-play-action passes during normal game flow (mesh concept, outs, hitches, slants, levels concept, whips, etc.) – limit sacks and take what the defense gives
o Screens and draws when behind the sticks or if blitz is coming
o Jet sweeps/end arounds/reverses out of multiple sets
o Gadget plays (sparingly)
*Personnel
“Game manager” type QB (bonus if mobile QB or QB with elite arm talent)
Elusive/quick running backs
Strong run blocking offensive line
Versatile tight ends
Versatile FB
*Formations/Sets:
Below are all sets I deploy with my most used plays/play types from each set:
Goal Line – toss, dive, QB sneak, FB dive, any play-action, zone, power, counter
Full House Tight – off tackle, sweep, any play-action, counter, power
I Form Tight – lead dive, toss, toss crack, counter, any play-action, slant, power, FB Dive, off tackle, zone, slant
I Form Pro – lead dive, toss, counter, any play-action, slant, power, FB Dive, stretch, off tackle, zone, misdirection, slants, lead draw (include HB toss pass as a gadget play you can have at your disposal here if desired)
I Form Wing – lead dive, Toss sweep, zone toss, any running play with wing motion, off tackle, any play-action, counter, stretch, zone, power
I Form Wing Over – lead dive, Toss sweep, zone toss, any running play with wing motion, any play-action, counter, stretch, zone, power, off tackle
I Form Slot – jet sweep, fk jet dive, dive, counter, toss, any play-action, stretch, zone, slants, power, lead draw
Strong I Jumbo – dive, FB dive, counter, zone, any play-action, power, off tackle
Strong I Pro – stretch, dive, counter, any play-action, off tackle, power
Strong I Wing – toss, stretch, dive, counter, any play-action, power, off tackle,
Weak I Close – dive, FB dive, zone, power, any play-action
Weak I Slot Flex – dive, zone, power, any play-action
Gun 5WR Trips – drag crossers, QB draw, any whip/flat/drag/slant/flag/etc plays, WR screen
Gun Wing Tight – jet touch pass, zone, ohio spacing, any play-action, any whip/flat/drag/slant/flag/etc plays
Gun Trio Offset – speed option, zone, HB screen, any whip/flat/drag/slant/flag/etc plays, any pass where the RB inserts through the line and cuts to the sideline underneath, WR screen/RPOs
Gun Doubles HB Wk – zone, draw, HB screen, reverse, any whip/flat/drag/slant/flag/etc plays … (Portland mesh is a great play out of this set), any pass where the RB inserts through the line and cuts to the sideline underneath, WR Screen/RPOs
Singleback Ace – stretch, zone, power, counter, any play-action, double post, off tackle, any whip/flat/drag/slant/flag/etc plays
Singleback Bunch – toss, end around, pitch reverse, any play-action, TE angle, fk end around, any whip/flat/drag/slant/flag/etc plays
Singleback Wing Tight – stretch, zone, power, counter, dive, slant, belly, jet sweep, drag crossers
SIngleback Wing Tight Z - stretch, zone, power, counter, dive, H toss, slant, belly
*Preliminary Results
Using Wisconsin (note that Wisconsin’s personnel already match the desired personnel for this offense, so no recruiting is immediately required to build to this play style), I have so far gone 7-0 including a two-touchdown win against USC and a close win against Alabama. I average more than 63% third down conversions, 90% fourth down conversions, and lead all FBS teams in first downs (~20 first downs per game). I average more than 28 minutes of time of possession per game (70% of total game time) and thus my defense only allows around two and a half touchdowns per game on average (many of these allowed points come late in the game when it is already under control when I am trying to prevent rapid scoring by deploying big coverage shells out of Nickel and Dime defenses). My offensive production has been solid as well, tallying about four touchdowns per game on average.
This offense may seem simple to implement and run, but it is quite difficult. To run this offense, one must have a good understanding of how to read defenses (to audible effectively and to not throw interceptions), good instincts for making the correct decision on 4th down, good stick skills to create explosive plays when the opportunities present themselves and to salvage yards to stay ahead of the sticks, an above-average ability to use the new field goal meter, the knowledge of what gap must be run to when executing a man-blocking-scheme run (especially counter), and the discipline to not deviate from the philosophy too vastly during the game (especially when losing by 1 or 2 possessions).
*Notes
1. Even with a higher user pass blocking slider, CPU blitzes and even simple four-man-rushes get home faster than mine do. I have found that making intelligent pass pro checks and calling designed bootlegs creates a hair more time in the pocket, which can be huge if you have a one-on-one matchup you like that may take a second or two to develop.
2. For realism purposes, use fake punts/field goals sparingly. I have noticed in practice that fake punt pass is a 100%er if the return team is not in a safe punt coverage, and you can usually tell before the snap whether they’re in one or not – if you call fake punt and see a safe coverage, just take TO and punt or go with conventional offens. I have only used fake punt once so far in my season (have not attempted fake field goal yet).
3. This offense is very rewarding when run correctly and very frustrating when it is not. When run correctly, seeing your running game open up in the fourth quarter due to defensive fatigue is awesome – where in the second quarter it may have been 3/4/5 yards per carry, in the late game you’ll pop runs for 10/15/20 yards pretty reliably as the opponent’s defense tires out. Make sure that player fatigue and injuries are at their default settings – I think these are sufficiently realistic. If not run correctly, this offense might owe you a new controller and/or TV set.
Great write up. I really enjoyed reading all that. This game has made the old school run game so much fun to implement and use. I’ve got my ground and pound playbook set up and once we iron out all the dynasty bugs, I’m ready to start a dynasty with it. I’m most looking forward to recruiting for it and molding a power run teamComment
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Re: EA CFB 25 Custom Playbook Thread
Hi everyone! New here as of today but have been following these types of threads since I was a kid when NCAA 14 came out. I created a Pro-Style “Python” Offensive Playbook for anyone who’s interested…
*Difficulty and Sliders
Heisman difficulty with custom slider set that you believe creates the highest degree of realism possible. For me, I have set user pass blocking and defensive reaction times higher than the default and set CPU pass blocking and defensive reaction times lower than the default – among other minor adjustments). Penalty sliders are all default. I have speed threshold set to 42.
*Inspiration
I was inspired to create a custom playbook/philosophy that closely mirrors what I coach at the high school level in metro detroit. At my high school, we run the Power T (the game calls this Split T) and our offensive philosophy is essentially what I lay out below. I don’t like how the developers coded the Split T and Wishbone blocking schemes (or the lack of trap and option out of the Split T), so I decided to create a more traditional pro-style playbook but execute it in-game with the same philosophy I coach with. I also created this in part because some part of me hates how common spread and air raid offenses are now and how uncommon traditional ground attacks are becoming. With that being said, the playbook is below!
…………………………………………………………………………………………………………………………………… ……
*Philosophy
Our play style has been appropriately named the “Python” approach, as we squeeze the life out of the opposing defense throughout the game, wearing them down through endurance, persistence, and mental toughness. Combining this traditional offensive approach with modern offensive analytics (which many traditional coaches would consider to be too aggressive), we leverage both the advantages of ball control and of mathematics. With this approach, we aim to be able to pull away early if we overmatch our opponent and be able to equalize the game down to the final drive if we are evenly matched or if we, ourselves, are overmatched.
• We aim to run the ball (including touch passes and jet sweeps – which account for about 5% of our offensive plays on average – as running plays) ~70% of all offensive snaps
• We aim to stay ahead of the sticks by utilizing well-timed hard counts to draw procedure penalties and by advancing the ball on every play – limit backwards or net-zero plays
• We aim to limit offensive penalties like intentional grounding, holding, block in the back, illegal man downfield, false start, and delay of game
• We go on 4th down based on analytics – past own 35-yard line, if less than 4 yards to go, it’s a decision – if less than 2 yards to go, we go ~80% of the time … demoralize the opposing defense by converting on 4th and extending drives
• We will control the clock, taking the play clock to below 10 seconds on most snaps in the first half and below 5 seconds in the second half
• We will take the wind out of the opposing defense by the end of the third quarter by keeping drives alive and holding onto the ball – limit turnovers
• The average scoring drive should take 8-18 snaps to complete unless big play
• We aim to take the opposing offense largely out of the game by aiming to:
o A) play outstanding run defense, making the opposing offense one-dimensional
o B) limit explosive pass plays
o C) bend but not break defensively
o D) control the clock and not let the opposing offense touch the ball more than 3 times per half (10-minute quarters)
• We will almost always go for it on 4th down inside the opposition’s two-yard line – if we fail, the opposing offense will be set up with:
o A) the worst field position possible likely resulting in a stalled drive
o B) a high likelihood of a safety, resulting in 67% of the points a field goal would net plus a free possession, thus increasing time of possession and defensive wear and tear
• We will utilize the following general schemes/concepts to achieve our goals:
o Zone blocking schemes (inside/outside zone, zone toss, speed option, stretch, etc.)
o Man blocking schemes (power, counter, toss sweep, lead dive, etc.)
o Semi-regular pre-snap motion
o Smart checks into better plays based on defensive box alignment and coverage shells – in each set, we will typically have a check into inside run, outside run, drop back pass, and play-action pass (this may vary by set)
o Play-action passing (typically, first read will be the flat, second read will be the intermediate/deep crosser, third read is the comeback – we have many play-action passing concepts, so this is not applicable for all play-action plays)
o Simple, short-to-intermediate routes with quick and easy reads on non-play-action passes during normal game flow (mesh concept, outs, hitches, slants, levels concept, whips, etc.) – limit sacks and take what the defense gives
o Screens and draws when behind the sticks or if blitz is coming
o Jet sweeps/end arounds/reverses out of multiple sets
o Gadget plays (sparingly)
*Personnel
“Game manager” type QB (bonus if mobile QB or QB with elite arm talent)
Elusive/quick running backs
Strong run blocking offensive line
Versatile tight ends
Versatile FB
*Formations/Sets:
Below are all sets I deploy with my most used plays/play types from each set:
Goal Line – toss, dive, QB sneak, FB dive, any play-action, zone, power, counter
Full House Tight – off tackle, sweep, any play-action, counter, power
I Form Tight – lead dive, toss, toss crack, counter, any play-action, slant, power, FB Dive, off tackle, zone, slant
I Form Pro – lead dive, toss, counter, any play-action, slant, power, FB Dive, stretch, off tackle, zone, misdirection, slants, lead draw (include HB toss pass as a gadget play you can have at your disposal here if desired)
I Form Wing – lead dive, Toss sweep, zone toss, any running play with wing motion, off tackle, any play-action, counter, stretch, zone, power
I Form Wing Over – lead dive, Toss sweep, zone toss, any running play with wing motion, any play-action, counter, stretch, zone, power, off tackle
I Form Slot – jet sweep, fk jet dive, dive, counter, toss, any play-action, stretch, zone, slants, power, lead draw
Strong I Jumbo – dive, FB dive, counter, zone, any play-action, power, off tackle
Strong I Pro – stretch, dive, counter, any play-action, off tackle, power
Strong I Wing – toss, stretch, dive, counter, any play-action, power, off tackle,
Weak I Close – dive, FB dive, zone, power, any play-action
Weak I Slot Flex – dive, zone, power, any play-action
Gun 5WR Trips – drag crossers, QB draw, any whip/flat/drag/slant/flag/etc plays, WR screen
Gun Wing Tight – jet touch pass, zone, ohio spacing, any play-action, any whip/flat/drag/slant/flag/etc plays
Gun Trio Offset – speed option, zone, HB screen, any whip/flat/drag/slant/flag/etc plays, any pass where the RB inserts through the line and cuts to the sideline underneath, WR screen/RPOs
Gun Doubles HB Wk – zone, draw, HB screen, reverse, any whip/flat/drag/slant/flag/etc plays … (Portland mesh is a great play out of this set), any pass where the RB inserts through the line and cuts to the sideline underneath, WR Screen/RPOs
Singleback Ace – stretch, zone, power, counter, any play-action, double post, off tackle, any whip/flat/drag/slant/flag/etc plays
Singleback Bunch – toss, end around, pitch reverse, any play-action, TE angle, fk end around, any whip/flat/drag/slant/flag/etc plays
Singleback Wing Tight – stretch, zone, power, counter, dive, slant, belly, jet sweep, drag crossers
SIngleback Wing Tight Z - stretch, zone, power, counter, dive, H toss, slant, belly
*Preliminary Results
Using Wisconsin (note that Wisconsin’s personnel already match the desired personnel for this offense, so no recruiting is immediately required to build to this play style), I have so far gone 7-0 including a two-touchdown win against USC and a close win against Alabama. I average more than 63% third down conversions, 90% fourth down conversions, and lead all FBS teams in first downs (~20 first downs per game). I average more than 28 minutes of time of possession per game (70% of total game time) and thus my defense only allows around two and a half touchdowns per game on average (many of these allowed points come late in the game when it is already under control when I am trying to prevent rapid scoring by deploying big coverage shells out of Nickel and Dime defenses). My offensive production has been solid as well, tallying about four touchdowns per game on average.
This offense may seem simple to implement and run, but it is quite difficult. To run this offense, one must have a good understanding of how to read defenses (to audible effectively and to not throw interceptions), good instincts for making the correct decision on 4th down, good stick skills to create explosive plays when the opportunities present themselves and to salvage yards to stay ahead of the sticks, an above-average ability to use the new field goal meter, the knowledge of what gap must be run to when executing a man-blocking-scheme run (especially counter), and the discipline to not deviate from the philosophy too vastly during the game (especially when losing by 1 or 2 possessions).
*Notes
1. Even with a higher user pass blocking slider, CPU blitzes and even simple four-man-rushes get home faster than mine do. I have found that making intelligent pass pro checks and calling designed bootlegs creates a hair more time in the pocket, which can be huge if you have a one-on-one matchup you like that may take a second or two to develop.
2. For realism purposes, use fake punts/field goals sparingly. I have noticed in practice that fake punt pass is a 100%er if the return team is not in a safe punt coverage, and you can usually tell before the snap whether they’re in one or not – if you call fake punt and see a safe coverage, just take TO and punt or go with conventional offens. I have only used fake punt once so far in my season (have not attempted fake field goal yet).
3. This offense is very rewarding when run correctly and very frustrating when it is not. When run correctly, seeing your running game open up in the fourth quarter due to defensive fatigue is awesome – where in the second quarter it may have been 3/4/5 yards per carry, in the late game you’ll pop runs for 10/15/20 yards pretty reliably as the opponent’s defense tires out. Make sure that player fatigue and injuries are at their default settings – I think these are sufficiently realistic. If not run correctly, this offense might owe you a new controller and/or TV set.NFL:New England Patriots
NBA:Boston Celtics
MLB:Boston Red Sox
NHL:Boston Bruins
NCAA:Boston College EaglesComment
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Re: EA CFB 25 Custom Playbook Thread
Haze,
I play a bend don’t break base 4-3 defense, so outside my 20 I’ll either show base cover 2/3/4/6 pre snap but assign a backer or nickel a blitz, disguise the coverage, play with defensive line slants, assign a D lineman a shallow coverage, press, or stay in base. I’ll either be in 4-3, nickel, or dime based on offensive personnel (sets I determine by formation). I mix all this up pretty well but I rarely ever go man free outside my 20. That means they either get a big play that’s a TD due to busted coverage (Oh well), a big play that’s not a TD because I have safety help, or I get a drive killer sack/fumble/INT. If they bust a big play and get down near or inside my 20, I’ll go man blitz, cover 1, or cover 2 with man underneath since the field is condensed and it’s easier to play man down there (doesn’t hurt that the blitzing should help bottle up their running game and the man should stop most stuff quick out to the back. Aside of this, I’d rather give up a TD in man than in zone especially if their QB is finding all the holes. This strategy has worked pretty well thru 7 games - 22 trips to redzone and 6 TDS 3 FGs allowed. I think the CPU struggles down there against me because I show them different coverages after showing them zone all the way down the field. I average 1.5 takeaways per game doing this, so if my offense is doing what it’s supposed to do and they only touch the ball 6 times, they effectively only see the ball 4.5 times after turnovers on average. The n take into account stalled drives and if they’re really good, they MIGHT score 21 points. That’s why my DPPG sits around 16 currently. Now, if my offense is struggling, that’s not any different than any other offense struggling, they’re still the same dead possessions and I still have my ace/gun formations in case I get behind a lot (3+ possessions) and need to play catch-up. I got down 14-0 to USC after 4 minutes thanks to a scoop and score and a blown coverage but I stuck with the philosophy, got a 10 min TD drive, a punt, and another 5 minute scoring drive to tie it by half. Ended up getting two picks and a fumble in the second half and won by 14. I’d say if my defense is a sieve, it doesn’t matter how much or how little clock I drain - but if my defense can hold its own, and my offense is eating clock and putting points on the board, by the 4th quarter I can pound away and win the game - provided I manage my time well - because that defense is so worn down by the end of the gameLast edited by CoachRich; 07-31-2024, 02:09 PM.Comment
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Re: EA CFB 25 Custom Playbook Thread
IMO any custom playbook without Wildcat Unbalanced, Jet Sweep, is incomplete.T-BONE.
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Re: EA CFB 25 Custom Playbook Thread
Hi everyone! New here as of today but have been following these types of threads since I was a kid when NCAA 14 came out. I created a Pro-Style “Python” Offensive Playbook for anyone who’s interested…
*Difficulty and Sliders
Heisman difficulty with custom slider set that you believe creates the highest degree of realism possible. For me, I have set user pass blocking and defensive reaction times higher than the default and set CPU pass blocking and defensive reaction times lower than the default – among other minor adjustments). Penalty sliders are all default. I have speed threshold set to 42.
*Inspiration
I was inspired to create a custom playbook/philosophy that closely mirrors what I coach at the high school level in metro detroit. At my high school, we run the Power T (the game calls this Split T) and our offensive philosophy is essentially what I lay out below. I don’t like how the developers coded the Split T and Wishbone blocking schemes (or the lack of trap and option out of the Split T), so I decided to create a more traditional pro-style playbook but execute it in-game with the same philosophy I coach with. I also created this in part because some part of me hates how common spread and air raid offenses are now and how uncommon traditional ground attacks are becoming. With that being said, the playbook is below!
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*Philosophy
Our play style has been appropriately named the “Python” approach, as we squeeze the life out of the opposing defense throughout the game, wearing them down through endurance, persistence, and mental toughness. Combining this traditional offensive approach with modern offensive analytics (which many traditional coaches would consider to be too aggressive), we leverage both the advantages of ball control and of mathematics. With this approach, we aim to be able to pull away early if we overmatch our opponent and be able to equalize the game down to the final drive if we are evenly matched or if we, ourselves, are overmatched.
• We aim to run the ball (including touch passes and jet sweeps – which account for about 5% of our offensive plays on average – as running plays) ~70% of all offensive snaps
• We aim to stay ahead of the sticks by utilizing well-timed hard counts to draw procedure penalties and by advancing the ball on every play – limit backwards or net-zero plays
• We aim to limit offensive penalties like intentional grounding, holding, block in the back, illegal man downfield, false start, and delay of game
• We go on 4th down based on analytics – past own 35-yard line, if less than 4 yards to go, it’s a decision – if less than 2 yards to go, we go ~80% of the time … demoralize the opposing defense by converting on 4th and extending drives
• We will control the clock, taking the play clock to below 10 seconds on most snaps in the first half and below 5 seconds in the second half
• We will take the wind out of the opposing defense by the end of the third quarter by keeping drives alive and holding onto the ball – limit turnovers
• The average scoring drive should take 8-18 snaps to complete unless big play
• We aim to take the opposing offense largely out of the game by aiming to:
o A) play outstanding run defense, making the opposing offense one-dimensional
o B) limit explosive pass plays
o C) bend but not break defensively
o D) control the clock and not let the opposing offense touch the ball more than 3 times per half (10-minute quarters)
• We will almost always go for it on 4th down inside the opposition’s two-yard line – if we fail, the opposing offense will be set up with:
o A) the worst field position possible likely resulting in a stalled drive
o B) a high likelihood of a safety, resulting in 67% of the points a field goal would net plus a free possession, thus increasing time of possession and defensive wear and tear
• We will utilize the following general schemes/concepts to achieve our goals:
o Zone blocking schemes (inside/outside zone, zone toss, speed option, stretch, etc.)
o Man blocking schemes (power, counter, toss sweep, lead dive, etc.)
o Semi-regular pre-snap motion
o Smart checks into better plays based on defensive box alignment and coverage shells – in each set, we will typically have a check into inside run, outside run, drop back pass, and play-action pass (this may vary by set)
o Play-action passing (typically, first read will be the flat, second read will be the intermediate/deep crosser, third read is the comeback – we have many play-action passing concepts, so this is not applicable for all play-action plays)
o Simple, short-to-intermediate routes with quick and easy reads on non-play-action passes during normal game flow (mesh concept, outs, hitches, slants, levels concept, whips, etc.) – limit sacks and take what the defense gives
o Screens and draws when behind the sticks or if blitz is coming
o Jet sweeps/end arounds/reverses out of multiple sets
o Gadget plays (sparingly)
*Personnel
“Game manager” type QB (bonus if mobile QB or QB with elite arm talent)
Elusive/quick running backs
Strong run blocking offensive line
Versatile tight ends
Versatile FB
*Formations/Sets:
Below are all sets I deploy with my most used plays/play types from each set:
Goal Line – toss, dive, QB sneak, FB dive, any play-action, zone, power, counter
Full House Tight – off tackle, sweep, any play-action, counter, power
I Form Tight – lead dive, toss, toss crack, counter, any play-action, slant, power, FB Dive, off tackle, zone, slant
I Form Pro – lead dive, toss, counter, any play-action, slant, power, FB Dive, stretch, off tackle, zone, misdirection, slants, lead draw (include HB toss pass as a gadget play you can have at your disposal here if desired)
I Form Wing – lead dive, Toss sweep, zone toss, any running play with wing motion, off tackle, any play-action, counter, stretch, zone, power
I Form Wing Over – lead dive, Toss sweep, zone toss, any running play with wing motion, any play-action, counter, stretch, zone, power, off tackle
I Form Slot – jet sweep, fk jet dive, dive, counter, toss, any play-action, stretch, zone, slants, power, lead draw
Strong I Jumbo – dive, FB dive, counter, zone, any play-action, power, off tackle
Strong I Pro – stretch, dive, counter, any play-action, off tackle, power
Strong I Wing – toss, stretch, dive, counter, any play-action, power, off tackle,
Weak I Close – dive, FB dive, zone, power, any play-action
Weak I Slot Flex – dive, zone, power, any play-action
Gun 5WR Trips – drag crossers, QB draw, any whip/flat/drag/slant/flag/etc plays, WR screen
Gun Wing Tight – jet touch pass, zone, ohio spacing, any play-action, any whip/flat/drag/slant/flag/etc plays
Gun Trio Offset – speed option, zone, HB screen, any whip/flat/drag/slant/flag/etc plays, any pass where the RB inserts through the line and cuts to the sideline underneath, WR screen/RPOs
Gun Doubles HB Wk – zone, draw, HB screen, reverse, any whip/flat/drag/slant/flag/etc plays … (Portland mesh is a great play out of this set), any pass where the RB inserts through the line and cuts to the sideline underneath, WR Screen/RPOs
Singleback Ace – stretch, zone, power, counter, any play-action, double post, off tackle, any whip/flat/drag/slant/flag/etc plays
Singleback Bunch – toss, end around, pitch reverse, any play-action, TE angle, fk end around, any whip/flat/drag/slant/flag/etc plays
Singleback Wing Tight – stretch, zone, power, counter, dive, slant, belly, jet sweep, drag crossers
SIngleback Wing Tight Z - stretch, zone, power, counter, dive, H toss, slant, belly
*Preliminary Results
Using Wisconsin (note that Wisconsin’s personnel already match the desired personnel for this offense, so no recruiting is immediately required to build to this play style), I have so far gone 7-0 including a two-touchdown win against USC and a close win against Alabama. I average more than 63% third down conversions, 90% fourth down conversions, and lead all FBS teams in first downs (~20 first downs per game). I average more than 28 minutes of time of possession per game (70% of total game time) and thus my defense only allows around two and a half touchdowns per game on average (many of these allowed points come late in the game when it is already under control when I am trying to prevent rapid scoring by deploying big coverage shells out of Nickel and Dime defenses). My offensive production has been solid as well, tallying about four touchdowns per game on average.
This offense may seem simple to implement and run, but it is quite difficult. To run this offense, one must have a good understanding of how to read defenses (to audible effectively and to not throw interceptions), good instincts for making the correct decision on 4th down, good stick skills to create explosive plays when the opportunities present themselves and to salvage yards to stay ahead of the sticks, an above-average ability to use the new field goal meter, the knowledge of what gap must be run to when executing a man-blocking-scheme run (especially counter), and the discipline to not deviate from the philosophy too vastly during the game (especially when losing by 1 or 2 possessions).
*Notes
1. Even with a higher user pass blocking slider, CPU blitzes and even simple four-man-rushes get home faster than mine do. I have found that making intelligent pass pro checks and calling designed bootlegs creates a hair more time in the pocket, which can be huge if you have a one-on-one matchup you like that may take a second or two to develop.
2. For realism purposes, use fake punts/field goals sparingly. I have noticed in practice that fake punt pass is a 100%er if the return team is not in a safe punt coverage, and you can usually tell before the snap whether they’re in one or not – if you call fake punt and see a safe coverage, just take TO and punt or go with conventional offens. I have only used fake punt once so far in my season (have not attempted fake field goal yet).
3. This offense is very rewarding when run correctly and very frustrating when it is not. When run correctly, seeing your running game open up in the fourth quarter due to defensive fatigue is awesome – where in the second quarter it may have been 3/4/5 yards per carry, in the late game you’ll pop runs for 10/15/20 yards pretty reliably as the opponent’s defense tires out. Make sure that player fatigue and injuries are at their default settings – I think these are sufficiently realistic. If not run correctly, this offense might owe you a new controller and/or TV set.Comment
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Retro Redemption - Starting over with a oldschool PowerBone Offense
My Youtube
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PS5 ID = BubbasCruiseComment
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Re: EA CFB 25 Custom Playbook Thread
Just in case anyone was wondering — when setting audibles for each formation in a custom offensive playbook, whatever audibles you set to Square and Triangle (X and Y on XBOX Series X|S) double as your Turbo tempo audibles for that formation.Comment
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Re: EA CFB 25 Custom Playbook Thread
Looking forward to the video. I didn't use the Wildcat in the old NCAAf series except for on a rare occasion but with wear and tear, I use all the Wildcat formations to rest my scrambling his *** off QB.T-BONE.
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EA CFB 25 Custom Playbook Thread
I hardly ever scramble, but I run a lot of options and my poor QB takes a helluva beating. He gets hit a LOT.
Designed QB run? HIT
Read option keeper? HIT
Speed option keeper? HIT
Speed option pitch to HB? HIT
Screen pass? Usually HIT
(Because his user sucks at reading defenses) Most passing plays? HIT
I’ve already had the boosters buy him his own personal ice bath for his apartment.Favorite Teams:
College #1: Michigan Wolverines
College #2: Michigan State Spartans (my alma mater)
College #3: North Carolina Tar Heels
NHL: Detroit Redwings
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Re: EA CFB 25 Custom Playbook Thread
I never use the fullback. Supposedly when I recruited one and got him, his qualities are pretty good. It says receiving FB. I need some plays/formations that incorporates a receiving FB. What ya got?Comment
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Re: EA CFB 25 Custom Playbook Thread
I-Formation, or the Pistol sets with the FB in the backfield. I love boots where the FB leaks out into the flats.Comment
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Re: EA CFB 25 Custom Playbook Thread
I hardly ever scramble, but I run a lot of options and my poor QB takes a helluva beating. He gets hit a LOT.
Designed QB run? HIT
Read option keeper? HIT
Speed option keeper? HIT
Speed option pitch to HB? HIT
Screen pass? Usually HIT
(Because his user sucks at reading defenses) Most passing plays? HIT
I’ve already had the boosters buy him his own personal ice bath for his apartment.
I want to do an option type deal, but with wear and tear and the amount I get hit, I’m not sure my QBs would survive a season.
I think it’s really cool that you have to think about that stuff now, but it definitely impacts what I do schematically. I need to get a lot better at sliding and throwing the ball away when under pressure.Comment
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