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Originally Posted by tg88forHOF |
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Also, do some reading up on how to recognize the 1-tech and 3-tech tackles. I know you said you did the tutorials for each run type, but I don't feel like they call it out as much as they should.
A lot of runs and blocking schemes depend much more on the defensive front alignment than they do on the hat count indicators....and in a lot of cases, the game knows it.
For example, inside zones are designed to run "at" the 1-tech (that is, to the A or B gap on the side of the formation with the 1-tech lined up). You can go up to the line and have the hat count be green to the 3-tech side, and red to the 1-tech side....but if you flip it to go to the 1-tech side, suddenly that side shows as green.
Trap plays are another great example. They're designed so that the trapping (pulling) guard should block the 3-tech, and making sure the play is flipped properly makes a bigger difference than the hat count.
Also make sure you're comfortable calling audibles, and audible out of a run that can't work. For example, trap plays are awful against a pinched line, or an even formation (any front where a DT is lined up directly over the C, as opposed to just outside one of the C's shoulders), and any run is going to be tough if you're running at a blitzer (inside or out). Have either a quick screen or a different, more optimal run ready as an audible, and practice getting into that audible fluidly.
A lot of things don't quite work the way they should in this game, but I've found that the DL/OL blocking interactions are pretty accurate, and make a big difference.
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To expand on this a bit find a playbook with a formation that has the following runs: 01 Trap, Inside Zone, and Stretch (Singleback Doubles out of Miami fits the bill, I'm sure there are others). You can live without the 01 Trap, but the scheme won't be anywhere near as effective.
If you want to run out of a given set you must be ready for anything that the defense can throw at you. This means dedicating audibles to the run game. Set 01 Trap and Inside Zone as your audibles, as these will be used to combat certain fronts as described in the quoted post.
Stretch is your base run, and you can use it almost always if you have the user skill to cutback or make defenders miss in the back field.
Between the zone concepts and the trap you will be able to use cutbacks to attack any gap and you only need 3 plays to do it.