Madden 17 Run Game 101

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • charter04
    Tecmo Super Bowl = GOAT
    • May 2010
    • 5740

    #1

    Madden 17 Run Game 101

    Madden NFL 17
    Running Game 101


    Here is a video example of a recent online head to head draft champions ranked game I won 17-10 featuring the power run game. I included all runs and a last game winning screen pass to the RB.



    1. Style of Play
    2. Personnel
    3. Play calling
    4. Stick Control


    1. Style of Play

    The first thing that you need to do is decide what type of run game you want to focus on and stick to it. If you try and be a jack of all trades you may be a master of none.

    I have found that focusing on a main core philosophy is very important.

    The different styles

    -Zone or Power are the main ones I will cover.

    Zone will have a major focus on mobility, agility, speed

    You won’t need a line to be as heavy. You will want guys who can get out in space. Guys who are more athletic.

    This is more of an outside finesse type of style.

    Power

    This is a straight ahead overpowering style.

    This is the style I use. You want bigger mauler type of guys. High strength and run blocking are key.

    You want to focus on an up the gut type of run game.

    2. Personnel

    I’m only going to cover the power run style in greater detail.

    Zone- you can go with smaller guys that are faster and more athletic.

    Power

    I will share my low/high range for all 5 line positions.

    LT- 6’5-6’8 height, 305-330 lbs, Run block rating of 85 plus, Pass block 85 plus, Strength 85 Plus. (I want this guy to be more of a pass blocker but, needs run blocking to.)

    LG-6’2-6’6 height, 310-330 lbs, Strength 85 plus (Higher the better) Run Block 85 plus (higher the better) Impact block 85 plus, pass block 80 plus.

    C- 6’1-6’5 height, 300-325 lbs, Strength 85 plus (Higher the better) Run Block 85 plus (higher the better) Impact block 85 plus, pass block 80 plus

    RG-6’2-6’6 height, 310-330 lbs, Strength 85 plus (Higher the better) Run Block 85 plus (higher the better) Impact block 85 plus, pass block 80 plus.

    RT-6’5-6’8 height, 305-330 lbs, Run block rating of 85 plus, Pass block 85 plus, Strength 85 Plus. (I would go more run block focus for this guy but, pass blocking is important too.)

    TE- 6’4-6’6 height, 250-270 lbs, This player needs to be a receiver of course but, it’s import for them to have good strength, run blocking too. It’s very difficult to run a power run game with a TE that is lower than 75 run block.

    QB- This can be your choice. I like a pocket passer that can get the ball down field (91+ thp) and has at least 90 play action rating.

    RB-I like a more power type runner for the featured back. A 210 plus guy with high trucking.

    WR- I like possession guys that can go over the top. Run blocking really helps with getting long break away runs.

    3. Play Calling

    This is one of the most important things: Don’t be predictable!

    If you think you can just come out and run on first down every time you better have receivers and a QB that scares your opponent enough to stay in two deep.

    Play calling to me is more important than personnel.

    You want to keep your opponent off balanced.

    I like to use the passing game to open up the run unless I just have a huge advantage personnel wise over my opponent.

    I will run or pass based on what my opponent calls. If they are in two deep I run most of the time. If they have 8 or 9 in the box then passing can open up.

    The second half is the key time for a power run team. The fatigue starts to set in and you can really maul the other team. And pound them into submission.

    You want to be methodical when using this style. Don’t get in a hurry.

    It’s really important to mix up where you run. Don’t keep always running to your power side. Set up the counter or run to your weak side to keep them guessing.

    I also like to run fake reverse runs or reverse runs to keep them honest.

    Play action is key in a power run game.

    Don’t be careless with it though. If they guess pass it can be bad for you.

    Use it in times and with formations that your opponent has to load up for the run. If it’s 3rd and 1 and they are in two deep then audible to the run play.

    If you run a power run game, run more inside the tackles. You don’t want your big line having to move a lot. They are going to excel in straight line blocking right up the gut.

    I like iso, inside zone, power, counter, trap. Those should be your power bread and butter. It’s fine to mix in the outside zone and toss play but, only a few times a game.

    The key to the power run game is long sustained drives. Wear down your opponent. If you have a 10-15 play drive most madden players will try and score even quicker than normal. They will press and feel that they don’t have much time. This can lead to mistakes.

    Play field position. Really get good at punting inside the 10. Also don’t take a dumb chance trying to get a long first down only to turn it over. Live to fight another day. I run a lot on 3rd and long. Draws are power out of shot gun. Sometimes you can even surprise your opponent so much that you can pick up the 1st or get into FG range.

    Turning it over is a key thing you just can’t do.

    4. Stick Control

    This is another important factor.

    One of the biggest problems players have is holding down turbo at the hand off. This is a big mistake. It is very hard to navigate your guy through the hole and the linemen will jump to block the second level too soon.

    I don’t hold the turbo button until I’m in the open field or in a situation where I have to beat a guy to the outside.

    I’ve noticed I have so much more control of the back with no turbo. It’s also easier to break tackles with no turbo.

    Another key thing is when running watch the linebackers. You can really gain good yards if you look past just the LOS and try and see where the LBers are going.

    Look for the cut back lane. As you run, a lot of times a cut back lane will open up. Don’t miss it. Also stay off the turbo button as you move toward it.

    If you have a low carry guy make sure and hold that RB button in traffic.

    Take the 2 yard play instead of trying to get a big play and getting tackled for a loss. Stay ahead of the sticks.

    So there it is. This isn’t everything but, I don’t want it to be too long. I hope this will help with guys and the run game
    Last edited by charter04; 03-06-2018, 11:56 PM.
    www.twitch.tv/charter04

    https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw
  • coach333
    Rookie
    • Sep 2013
    • 40

    #2
    Re: Madden 17 Run Game 101

    Run game is my strength, and you nailed most my reasons why. Good write up!

    Comment

    • charter04
      Tecmo Super Bowl = GOAT
      • May 2010
      • 5740

      #3
      Re: Madden 17 Run Game 101

      Originally posted by coach333
      Run game is my strength, and you nailed most my reasons why. Good write up!


      What are some things you would add?


      Sent from my iPhone using Tapatalk
      www.twitch.tv/charter04

      https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

      Comment

      • coach333
        Rookie
        • Sep 2013
        • 40

        #4
        Re: Madden 17 Run Game 101

        What I will add is strictly my philosophy; however, I believe it to applicable to many, and complimentary to your right up. I love how you broke down 2 basics: simplify your approach to focus that attack, and be a strategist. My complimentary points would be in relation to those.

        I also prefer/run an inside power scheme. However I differ on your off line philosophy at LG/RT. I prefer these two to have higher marks in AGI/ACC and will sacrifice STR at their expense. Like you, I utilize traps often, and admittedly favor traps to the 0/2/4 holes. Having a LG with greater get off I've found is crucial to the puller getting ahead of the runner. Too slow a puller and the runner is caught waiting, and eating turn behind the line. This holds true for outside power sweeps as well. At RT I do the same sacrifice to help in the fact NFL teams are getting players that can rush at the QB strong side with consistency and successfully (Mack, Miller, etc).

        With regards to the play calling, my complimentary addition would be regarding positional depth and situational play calling. Not having 2 giant bruiser RBs and then on 3rd and long subbing in a tiny speedster. Not having faster back either. There needs to be a balance. If I know your RB1 is going between the tackles every time, your RB3DB is going to draw, screen, or flats every time, if I know when I see your RB2 it's going to be an ISO or a pass...I know u see my point lol. There needs to be enough diversity in playcalling, and variety in depth, that consistency is hard to find from the opponent's point of view.

        These may be just understood, but that those are all I would add....And only asking cause asked lol. Like I said, great write up charter. Loved your slidders thread this year and in Madden 16. I saw u say a while back u were working on this write up too so def props for the follow up with the write up. Great stuff man!

        Comment

        • coach333
          Rookie
          • Sep 2013
          • 40

          #5
          Re: Madden 17 Run Game 101

          ***so many typos lol...On phone and dont think to proofread till hit send lol..My bad bro

          Comment

          • coach333
            Rookie
            • Sep 2013
            • 40

            #6
            Re: Madden 17 Run Game 101

            Something I can't determine in the game tho so I'm curious to see your thoughts:

            FB

            I agree with you that a big TE with RBK high is a huge difference in running vs a weak RBK TE. I normally carry an extra TE on the roster (average 4) to use as a FB in power formations. I have played with a few FBs but still find the big body TEs to be more effective. Not enough more that I've ruled out using a traditional FB...But also enough that I rarely spend effort with a FB.

            What are your thoughts?

            Comment

            • charter04
              Tecmo Super Bowl = GOAT
              • May 2010
              • 5740

              #7
              Re: Madden 17 Run Game 101

              Originally posted by coach333
              Something I can't determine in the game tho so I'm curious to see your thoughts:

              FB

              I agree with you that a big TE with RBK high is a huge difference in running vs a weak RBK TE. I normally carry an extra TE on the roster (average 4) to use as a FB in power formations. I have played with a few FBs but still find the big body TEs to be more effective. Not enough more that I've ruled out using a traditional FB...But also enough that I rarely spend effort with a FB.

              What are your thoughts?


              Yea I forgot to add FB. I like H-backs a lot. Mostly because I want them to be a good enough pass catcher for power O play action


              Sent from my iPhone using Tapatalk
              www.twitch.tv/charter04

              https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

              Comment

              • charter04
                Tecmo Super Bowl = GOAT
                • May 2010
                • 5740

                #8
                Re: Madden 17 Run Game 101

                Originally posted by coach333
                What I will add is strictly my philosophy; however, I believe it to applicable to many, and complimentary to your right up. I love how you broke down 2 basics: simplify your approach to focus that attack, and be a strategist. My complimentary points would be in relation to those.

                I also prefer/run an inside power scheme. However I differ on your off line philosophy at LG/RT. I prefer these two to have higher marks in AGI/ACC and will sacrifice STR at their expense. Like you, I utilize traps often, and admittedly favor traps to the 0/2/4 holes. Having a LG with greater get off I've found is crucial to the puller getting ahead of the runner. Too slow a puller and the runner is caught waiting, and eating turn behind the line. This holds true for outside power sweeps as well. At RT I do the same sacrifice to help in the fact NFL teams are getting players that can rush at the QB strong side with consistency and successfully (Mack, Miller, etc).

                With regards to the play calling, my complimentary addition would be regarding positional depth and situational play calling. Not having 2 giant bruiser RBs and then on 3rd and long subbing in a tiny speedster. Not having faster back either. There needs to be a balance. If I know your RB1 is going between the tackles every time, your RB3DB is going to draw, screen, or flats every time, if I know when I see your RB2 it's going to be an ISO or a pass...I know u see my point lol. There needs to be enough diversity in playcalling, and variety in depth, that consistency is hard to find from the opponent's point of view.

                These may be just understood, but that those are all I would add....And only asking cause asked lol. Like I said, great write up charter. Loved your slidders thread this year and in Madden 16. I saw u say a while back u were working on this write up too so def props for the follow up with the write up. Great stuff man!


                That's good stuff to add. I tried to think of all the things to include but, didn't want to get too lengthy. Lol. Great stuff you added though.

                Clearly you have a philosophy that works for you and you stick with it. That's a great thing.

                I run traps pretty rarely. I run power O a lot though. I also like my guards to be quick enough to pull but, I'll choose size and power first personally.


                Sent from my iPhone using Tapatalk
                www.twitch.tv/charter04

                https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

                Comment

                • coach333
                  Rookie
                  • Sep 2013
                  • 40

                  #9
                  Re: Madden 17 Run Game 101

                  Understand and agree.

                  Comment

                  • coach333
                    Rookie
                    • Sep 2013
                    • 40

                    #10
                    Re: Madden 17 Run Game 101

                    Originally posted by charter04
                    That's good stuff to add. I tried to think of all the things to include but, didn't want to get too lengthy. Lol. Great stuff you added though.

                    Clearly you have a philosophy that works for you and you stick with it. That's a great thing.

                    I run traps pretty rarely. I run power O a lot though. I also like my guards to be quick enough to pull but, I'll choose size and power first personally.


                    Sent from my iPhone using Tapatalk
                    Fair. Right on! I honestly spend more cap room, development effort, and building around my passing game in terms of personnel (second to oline). But my foundation is a healthy smash mouth, old school style.

                    I can lightem up, but prefer to pound to submission lol. I feel your comment about the pass setting up the run is severely over stated and under understood- by many. You gave the reason it works, the opposing defense needs to fear leaving a single high or the CBs on an island.

                    When the defense can't overload the box, can't predict the play selection from personnel, is met with an oline that can move and push hard....Pick your seam and take it home.

                    Comment

                    • coach333
                      Rookie
                      • Sep 2013
                      • 40

                      #11
                      Re: Madden 17 Run Game 101

                      Originally posted by charter04
                      That's good stuff to add. I tried to think of all the things to include but, didn't want to get too lengthy. Lol. Great stuff you added though.

                      Clearly you have a philosophy that works for you and you stick with it. That's a great thing.

                      I run traps pretty rarely. I run power O a lot though. I also like my guards to be quick enough to pull but, I'll choose size and power first personally.


                      Sent from my iPhone using Tapatalk
                      Lol, I'm a writer by trade so I appreciate a good read. And my passion is football. Both on the field and in the game.

                      Never been an online gamer so offline cfm sim style over here. Love reading/knowing/ playing with real football strategy in a game and seeing life like results. Haven't been on the field in almost a decade so this game and these threads keep me happy lol

                      Comment

                      • Fours
                        Rookie
                        • May 2015
                        • 245

                        #12
                        Re: Madden 17 Run Game 101

                        All of the posts here are great, it's nice to see players that realize there's more to success than speed bursts and perfectly timed juke spins.

                        Another way to classify the two most common run game philosophies that are used today are zone and man. This post is to help players better understand why and how to effectively run different schemes. It's not something I would normally explain in a game forum, but surprisingly this is a case where "real life" knowledge can transfer to game success.

                        I'll keep it dead simple because this post isn't intended to test anyone's depth of understanding, it's just to help moderately advanced football minds who may not have been exposed to higher level OL systems.

                        Man scheme:

                        The purpose is to "out gap" the defense. Modern schemes have a defender assigned to each gap and he's expected to hold his gap. The first level(DL) shades(5-edge, 3-field shade Guard, 1-boundary shade Center, 5-edge) are designed to make it impossible for a 5 man line to create an unmanned gap without movement(pull,trap,etc..) to give them the leverage needed to create an undefended gap. Most defenses feel comfortable with their LB's matching the athleticism of moving OL to prevent that which is why you ideally want OL that can displace the DL to block second level flow to the point of attack.

                        Offensively you are picking a specific hole and attacking it, unless you have undisciplined over-pursuit from a non-gap defense(doesn't exist in madden) there should not be a cut back option for the back. the blocks at the point of attack are the best angles and usually a double team so the chance of successful first level block decreases the farther you get from the point of attack. The OL tries to turn the defenders shoulders and seal him off from controlling that gap or remove him entirely.


                        Zone scheme:

                        The offense is now counting on the defenders to maintain gap integrity and in a way allowing them to. The basic principle here is that if the B gap defenders job is to not vacate his gap, then we can bring an OL from a gap "behind"(weakside of the play) to block him. It's most obvious on outside zone, but inside zone is the same thing but with a double team. The zone double team is very different from the man double. Here the idea is that if he sinks(holds his gap) you capture him with the OL from weakside. If he floats(poor integrity, vacates his gap to chase the ball) the playside OL stays on him and the weakside now has space to move up the second level because you guessed it - the float read makes the RB cut back. The benefit of zone is in this simplicity, you're not fighting the DL for his gap all day, and the RB initially has 1 simple read.

                        For technique the OL doesn't have to displace or turn shoulders, they just need to keep central pressure on the defender and let him choose to sink or float. This is where Madden breaks down for realism, the individual OL don't behave differently for man and zone plays, but their assignments are generally right and you can run zone off the read with great success.

                        The reason zone is very popular in the NFL today is not because it works better. It's because you don't need huge strong athletes to run it like you do man. You also don't need backs with great vision or tackle breaking ability. When it comes to draft picks and free agents, zone gives great value. That does apply to CFM, but if you have those pieces in place already, man should be more successful.

                        The most helpful thing about understanding the two systems is that you can see why your running game is failing early in the game and adjust your run calls. If the DL is dominating the LOS, isolate them by running zone. If you're getting great push and it's allowing defenders to leak through big seams, you should be running man.

                        I hope this helps someone enjoy more success running the ball.. There are many more layers of depth here that I'm happy to dig into if anyone is interested.

                        Comment

                        • D81SKINS
                          MVP
                          • Dec 2014
                          • 1671

                          #13
                          Re: Madden 17 Run Game 101

                          Originally posted by Fours
                          All of the posts here are great, it's nice to see players that realize there's more to success than speed bursts and perfectly timed juke spins.

                          Another way to classify the two most common run game philosophies that are used today are zone and man. This post is to help players better understand why and how to effectively run different schemes. It's not something I would normally explain in a game forum, but surprisingly this is a case where "real life" knowledge can transfer to game success.

                          I'll keep it dead simple because this post isn't intended to test anyone's depth of understanding, it's just to help moderately advanced football minds who may not have been exposed to higher level OL systems.

                          Man scheme:

                          The purpose is to "out gap" the defense. Modern schemes have a defender assigned to each gap and he's expected to hold his gap. The first level(DL) shades(5-edge, 3-field shade Guard, 1-boundary shade Center, 5-edge) are designed to make it impossible for a 5 man line to create an unmanned gap without movement(pull,trap,etc..) to give them the leverage needed to create an undefended gap. Most defenses feel comfortable with their LB's matching the athleticism of moving OL to prevent that which is why you ideally want OL that can displace the DL to block second level flow to the point of attack.

                          Offensively you are picking a specific hole and attacking it, unless you have undisciplined over-pursuit from a non-gap defense(doesn't exist in madden) there should not be a cut back option for the back. the blocks at the point of attack are the best angles and usually a double team so the chance of successful first level block decreases the farther you get from the point of attack. The OL tries to turn the defenders shoulders and seal him off from controlling that gap or remove him entirely.


                          Zone scheme:

                          The offense is now counting on the defenders to maintain gap integrity and in a way allowing them to. The basic principle here is that if the B gap defenders job is to not vacate his gap, then we can bring an OL from a gap "behind"(weakside of the play) to block him. It's most obvious on outside zone, but inside zone is the same thing but with a double team. The zone double team is very different from the man double. Here the idea is that if he sinks(holds his gap) you capture him with the OL from weakside. If he floats(poor integrity, vacates his gap to chase the ball) the playside OL stays on him and the weakside now has space to move up the second level because you guessed it - the float read makes the RB cut back. The benefit of zone is in this simplicity, you're not fighting the DL for his gap all day, and the RB initially has 1 simple read.

                          For technique the OL doesn't have to displace or turn shoulders, they just need to keep central pressure on the defender and let him choose to sink or float. This is where Madden breaks down for realism, the individual OL don't behave differently for man and zone plays, but their assignments are generally right and you can run zone off the read with great success.

                          The reason zone is very popular in the NFL today is not because it works better. It's because you don't need huge strong athletes to run it like you do man. You also don't need backs with great vision or tackle breaking ability. When it comes to draft picks and free agents, zone gives great value. That does apply to CFM, but if you have those pieces in place already, man should be more successful.

                          The most helpful thing about understanding the two systems is that you can see why your running game is failing early in the game and adjust your run calls. If the DL is dominating the LOS, isolate them by running zone. If you're getting great push and it's allowing defenders to leak through big seams, you should be running man.

                          I hope this helps someone enjoy more success running the ball.. There are many more layers of depth here that I'm happy to dig into if anyone is interested.
                          Great post!
                          I think it would cool to see Clint Oldenburg see this thread and chime in w/ his 2cents as well.
                          I know they're striving to get the Oline and Dline play as good as they can and to see a "Sim" thread about this very thing, speaks to how far they have come w/ Madden already.
                          I'll be following this one just to build my knowledge on running and possibly more.

                          Good job Charter for bringing this to light!
                          So with this new Update, do we like where the difficulty is in running @ default All-Pro or All-Madden?
                          Or
                          Do we still need to change the sliders around to make it better?
                          I've struggled running w/ the new Update. I'm offline CFM, AP default, Normal gamespeed. I've thought about testing slow speed to see if running is any easier, but, I really love the challenge, and not being guaranteed a 3rd & 1 dive, fb dive, qb sneak to work everytime.

                          Comment

                          • coach333
                            Rookie
                            • Sep 2013
                            • 40

                            #14
                            Re: Madden 17 Run Game 101

                            Originally posted by Fours
                            All of the posts here are great, it's nice to see players that realize there's more to success than speed bursts and perfectly timed juke spins.

                            Another way to classify the two most common run game philosophies that are used today are zone and man. This post is to help players better understand why and how to effectively run different schemes. It's not something I would normally explain in a game forum, but surprisingly this is a case where "real life" knowledge can transfer to game success.

                            I'll keep it dead simple because this post isn't intended to test anyone's depth of understanding, it's just to help moderately advanced football minds who may not have been exposed to higher level OL systems.

                            Man scheme:

                            The purpose is to "out gap" the defense. Modern schemes have a defender assigned to each gap and he's expected to hold his gap. The first level(DL) shades(5-edge, 3-field shade Guard, 1-boundary shade Center, 5-edge) are designed to make it impossible for a 5 man line to create an unmanned gap without movement(pull,trap,etc..) to give them the leverage needed to create an undefended gap. Most defenses feel comfortable with their LB's matching the athleticism of moving OL to prevent that which is why you ideally want OL that can displace the DL to block second level flow to the point of attack.

                            Offensively you are picking a specific hole and attacking it, unless you have undisciplined over-pursuit from a non-gap defense(doesn't exist in madden) there should not be a cut back option for the back. the blocks at the point of attack are the best angles and usually a double team so the chance of successful first level block decreases the farther you get from the point of attack. The OL tries to turn the defenders shoulders and seal him off from controlling that gap or remove him entirely.


                            Zone scheme:

                            The offense is now counting on the defenders to maintain gap integrity and in a way allowing them to. The basic principle here is that if the B gap defenders job is to not vacate his gap, then we can bring an OL from a gap "behind"(weakside of the play) to block him. It's most obvious on outside zone, but inside zone is the same thing but with a double team. The zone double team is very different from the man double. Here the idea is that if he sinks(holds his gap) you capture him with the OL from weakside. If he floats(poor integrity, vacates his gap to chase the ball) the playside OL stays on him and the weakside now has space to move up the second level because you guessed it - the float read makes the RB cut back. The benefit of zone is in this simplicity, you're not fighting the DL for his gap all day, and the RB initially has 1 simple read.

                            For technique the OL doesn't have to displace or turn shoulders, they just need to keep central pressure on the defender and let him choose to sink or float. This is where Madden breaks down for realism, the individual OL don't behave differently for man and zone plays, but their assignments are generally right and you can run zone off the read with great success.

                            The reason zone is very popular in the NFL today is not because it works better. It's because you don't need huge strong athletes to run it like you do man. You also don't need backs with great vision or tackle breaking ability. When it comes to draft picks and free agents, zone gives great value. That does apply to CFM, but if you have those pieces in place already, man should be more successful.

                            The most helpful thing about understanding the two systems is that you can see why your running game is failing early in the game and adjust your run calls. If the DL is dominating the LOS, isolate them by running zone. If you're getting great push and it's allowing defenders to leak through big seams, you should be running man.

                            I hope this helps someone enjoy more success running the ball.. There are many more layers of depth here that I'm happy to dig into if anyone is interested.
                            Great breakdown man. Accurate, relevant. I think u hit the nail on the head regarding zone scheme abundance. It's not that it's easier to run, but it is easier to install with smaller and faster personnel. This def directly ties to the game- and it does so due to wat u stated- the game does scheme zone right but doesn't have the ol actually execute the tech. But this helps in the game when running zone when doing so with a quick RB. Doesn't need to have great BCV or break tackles, as long as the user can see the cut backs themselves. Thanks for the contribution!

                            Comment

                            • timhere1970
                              MVP
                              • Sep 2013
                              • 1810

                              #15
                              Re: Madden 17 Run Game 101

                              Has anybody else had a nightmare of a time running hb power plays? When I run them my guard ends up pushed back into my run lane almost everytime as when I get the handout I am on his back 3 to 4 yards in the backfield constantly and lose yards. I have used many different offensive linemen up to +90 run blockers with 95 strength and it still happens.

                              Comment

                              Working...