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NCAA07 Defensive Playbook Final

This document provides guidance on defensive playcalling in NCAA Football. It recommends hiding weaknesses by calling plays that force offenses to beat strong parts of the defense. Against the computer, it suggests experimenting with unorthodox tactics like controlling defensive linemen. When losing, the safest option is to call plays that provide maximum deep protection. The document also provides information on interpreting defensive playcall ratings and tips for learning defensive playbooks.

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tjdendy
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© Attribution Non-Commercial (BY-NC)
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
699 views10 pages

NCAA07 Defensive Playbook Final

This document provides guidance on defensive playcalling in NCAA Football. It recommends hiding weaknesses by calling plays that force offenses to beat strong parts of the defense. Against the computer, it suggests experimenting with unorthodox tactics like controlling defensive linemen. When losing, the safest option is to call plays that provide maximum deep protection. The document also provides information on interpreting defensive playcall ratings and tips for learning defensive playbooks.

Uploaded by

tjdendy
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

PLAYBOOK

DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE

DEFENSIVE PLAYBOOK
It’s now time to look at the playbooks on the • Controlling a defender and having him NOTE (CONTINUED)
other side of the ball: the defense. In some blitz—even through your play call
sense, defensive play calls are even more criti- demanded that he be in zone coverage. across from the center. That lineman
cal than offensive play calls. If you blow an must NOT be an impact player; if you
offensive play call on first down, you still have • Manually shifting a lineman into a different have a defensive lineman as an impact
two or three more downs to recover from your spot than where he normally lines up. player, make sure the computer retains
mistake. On the other hand, if you blow a control.
defensive play call on first down, it might • Controlling a linebacker and having him
mean a touchdown for the other team—and double-cover an impact receiver on a cru-
there are no second chances after that. cial third and long play.

With that said, the rules for defensive play • Going crazy and calling a special teams
calling are pretty simple: defense—All Out (Punt) Block—on an
anticipated third and short run play.
Instead of playing to your strengths, hide
your weaknesses: For instance, if you have The goal is to create situations so different
a poor secondary but a strong defensive line from what the computer expects that it
(perhaps with an impact player), call plays in reacts badly as a result.
which the linebackers support the secondary
in pass coverage. The goal is to force the The moment the ball is snapped (and
NOTE not before), immediately pull back the
offense to win by beating the strongest part
of your defense—not your weakest. One of my favorite “unorthodox” tactics defensive lineman so that he doesn’t
against the computer (at the default lock up with the offensive blockers.
Against the computer, play the percent- “Varsity” difficulty level) is when the Drop the defensive lineman as an extra
ages: If the computer favors the run (as evi- computer faces third and long (which I zone defender and look for receivers
denced by the default coaching strategies generally try to accomplish by blitzing cutting underneath—however, the play-
found in the team profiles elsewhere in this on first and second downs—playing er is usually so big and slow, he just
guide), adjust your defense play calling to the percentages that the computer will winds up wandering about in short
attack the run. If the computer is behind in a call at least one interior run play at pass coverage. (Hold the Sprint button
game, expect the offense to be more aggres- some point). When it’s third and long, I down to make him move as fast as
sive in the passing game—and react may call a one-man (linebacker) blitz, possible).
accordingly. The key is to predict what the but most often I call a 4-3 Cover 3 or
computer is likely to do based on what the Cover 4 zone defense.
scoreboard says.

Against the computer, experiment with


the unorthodox: The term “cheese” is often
used to describe cheap tactics that a player
tries to use to gain an unfair playing advan-
tage. Against a human opponent, the use of
“cheese” is frowned upon—and thankfully,
the NCAA Football franchise has gone a long
way to becoming as cheese-free as possible.
With that said, the computer never com- This “extra” zone defender often con-
plains about extremely unorthodox tactics— founds the computer quarterback’s
so the sky’s the limit when it comes to beat- The “cheese” comes by controlling a ability to read the zone defense proper-
ing the computer. Experiment by: defensive lineman close or lined up ly, while the missing defensive lineman

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NOTE (CONTINUED) When in doubt and losing, play it safe: Rushing or Blitzing: This score repre-
There may be a time when you’re completely sents the number of defensive players

GETTING STARTED
throws a monkey wrench into the at a loss as to what to call (hopefully, that (out of 11 total) rushing and/or blitzing the
offensive line’s usual blocking assign- won’t be the case after reading this sec- offense—basically everyone trying to get
ments. The result is often a coverage tion—but you never know). If that happens, into the offensive backfield. In general,
sack, forcing a fourth down. This call a defensive play that gives you maxi- scores of 5 or higher reflect more aggres-
unorthodox tactic doesn’t always work mum protection deep. In general, it’s better sive defensive calls aimed at either shut-
(the computer can beat it by passing to get burned underneath than to get burned ting down the running game or pressuring
over the top of the deep zone cover- behind the safeties. You should have this the quarterback. However, the flip side of
age), but it works surprisingly well— “911” play as an audible. a higher score here is that it puts more
especially in cases when the computer pressure on your secondary to play mis-
is losing late in the game and is forced take-free coverage if the defensive

PLAYBOOK
PLAYBOOK ANALYSIS
into passing plays. NOTE
rush/blitz fizzles.
Remember that just as on offense,
every defensive play can be flipped— In Man Pass Coverage: This score repre-
Against a human opponent, look for tells: keep that in mind if you want to send a sents the number of defensive players (out

ANALYSIS
Unlike playing the computer, playing another blitz or zone coverage to a specific side of 11 total) playing man-to-man coverage
human opponent throws all the percentages of the field. on receivers. In general, higher scores
out the window. There’s no way to predict reflect more defenders available to play
what another player will do, so you have to man-to-man pass coverage. When this
pick up on “tells” he or she might not notice. LEARNING ABOUT DEFENSIVE PLAYS number reaches 6 or 7, it usually indicates
For instance, does the opponent always pass that one or more offensive receivers are

DIVISION I-A TEAMS


or play-action pass on second and short? Whether you’re new to the game or a griz- being double-teamed. When this number is
Does the opponent always flip plays so that zled veteran, it’s inherently harder to learn 0, it means you are playing a pure zone
he or she can run to the far side of the field? how to call defensive plays than offensive defense (more on that shortly).
Does the opponent always run in one forma- plays. If you’re stuck on an offensive play,
tion but pass in another? It’s really difficult to you can go into practice mode and just If you have a good, competent secondary
find such tells—especially against veteran run that play over and over again until you corps, you won’t have to worry too much
players who know how to mix it up—but if see how all the pieces work. about this score. However, if your second-
you pick up on some “trend” in an oppo- ary corps is suspect, a score of just 5 may
nent’s play-calling pattern, adjust to it. In theory, you can practice defensive plays be cause for concern if the next two
in the same manner, but that kind of prac- scores are both 0.

DIVISION I-AA TEAMS


When in doubt and winning, be aggres- tice will never teach you what play you
sive: There are football video gamers out should call in a given situation. Short/Medium Zone Protectors (within
there who strongly believe that the only way Complicating matters are all the real-life 10 yards): This score represents the num-
to win is to be aggressive. The prevailing football jargon used to describe these ber of defensive players (out of 11 total)
wisdom is to force the opponent (whether plays: Terms such as “Fire,” “Dogs,” and playing zone coverage within 10 yards of
human or computer) to beat you rather than “Monster” don’t make it easy for begin- the line of scrimmage. “Zone coverage”
to sit in a “prevent” defense and watch them ners to get a grasp on what these plays means that a defensive player patrols a
beat you (the cynical view being that “pre- (and their defensive diagrams) really specific area of the field and is responsi-
vent” defenses only prevent you from win- mean. ble for any offensive player who wanders
ning). While that school of thought might be within that area. In general, higher scores
a bit too extreme (and possibly the kiss of Because of that, this year’s strategy guide
ADVANCED STRATEGIES

reflect a somewhat less aggressive


death against experienced players), it is true breaks down all the available defensive defense designed to prevent the offense
that the more pressure you put on an oppo- plays in a more streamlined manner than from getting a first down. If your second-
nent, the more likely he or she may be in previous guides. Instead of getting into ary corps is suspect, you might want to
rushed into a mistake. With that said, if the nitty-gritty about specific defensive stick with defenses that score 3 or higher
you’re unsure of what to call, being aggres- assignments and blitz packages, we’ve in this category. The only drawback is that
sive with a blitz might be the ticket—just devised a more understandable “score- the bigger the zone coverage, the fewer
control a safety to make sure you don’t get card” of each defensive play, broken down defenders there’ll be at the line to stop
burned too badly in case things turn ugly. into four categories: short runs.

51
PLAYBOOK
DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE

NOTE SCORE RUSHING IN MAN PASS SHORT/MEDIUM DEEP ZONE


CATEGORY OR BLITZING COVERAGE ZONE PROTEC- PROTECTORS
In some of the defensive play charts
TORS
below, you’ll see a notation for a “spy”
WHAT THE Scores of 5 or higherScores of 6 or higher The higher both these numbers are (when
or “spies.” After the ball is snapped, SCORE MEANS reflect more aggres- reflect more defensive added together), the more conservative (and
spies shadow the movements of a spe- sive (and more risky)play calls. A score of “safer”) your defense will be. If both numbers
cific player in the backfield (usually the defensive play calls.zero means your are zero, your defense is in pure man-to-man
quarterback) until that player emerges defense is in pure coverage (and most likely blitzing as a result).
zone coverage.
out of the backfield and crosses the
WHAT TO CALL Call a defensive play Call a defensive play Call a defensive play Call a defensive play
line of scrimmage toward the defend- ON DEFENSE with a score of 5 or with a score of 5 in with a score of 3 or with a score of 3 or
er’s area of responsibility. At that point, higher in this category this category only if higher in this category higher in this category
the spying defender locks on to that to stop the run or to your secondary is to best protect against to best protect against
offensive player and attempts to make put extra pressure on decent at sticking with any pass within 10 any pass longer than
the quarterback. receivers—otherwise, yards of the line of 10 yards.
a tackle if that player happens to have stick to zone coverage. scrimmage.
the ball. The difference between plain BEST TIME TO • You’re sure the • You have a decent • You expect a short • You expect a long
old zone coverage and “spy” coverage CALL A DEFEN- opponent will call a secondary who can pass play pass play
is that spies have more freedom to SIVE PLAY WITH run play (especially stay with receivers
roam around the field to keep up with A HIGH SCORE IN on third and short or on long routes • On third and short • On third and long
THIS CATEGORY goal line situations) situations—espe- situations—espe-
players coming out of the backfield. • You’re not afraid of cially if you have a cially if you have a
• You have a decent giving up the occa- subpar secondary subpar secondary
secondary sional big pass play and expect a pass and expect a pass
Deep Zone Protectors (outside 10 (that is, you have a
yards): This score represents the number • You already have the big lead in the • If it’s late in a game
of defensive players playing zone coverage lead and are trying game) and you’re trying to
to build/keep protect a lead
10 yards or more past the line of scrim- momentum
mage. In general, higher scores reflect a • If you’re unsure
very conservative defense designed to • If you want to be what defense to call
prevent the offense from making a big aggressive on third and want to play it
and long (assuming safe
play—this is essential when you’re trying you have an out-
to protect against the long pass. If your standing secondary)
secondary corps is suspect and/or you’re
trying to defend on third and long, you
might want to stick with defenses that jargon and make a smart defensive play NOTE (CONTINUED)
score 3 or higher in this category. If both call than by using this simple four-score
“zone” scores are 0, it means that the comparison method. Some keywords that signal that at least
defense is playing a pure man-to-man one receiver is being double teamed:
defense (and is most likely blitzing as Double X, Double Y, Double Z, Double
well). If both “zone” scores are high and NOTE Outs, Double Slots
the “in man pass coverage” score is 0, it
Speaking of defensive jargon, we don’t Some keywords that refer to a specific
indicates a very conservative defense.
want to leave you totally clueless. Here player: MLB (middle linebacker), OLB
are a few guidelines about defensive (outside linebacker), DE (defensive end),
The table to the upper right summarizes
play names. CB (cornerback), SS (strong safety)
these scores and provides a quick cheat-
sheet so you can easily understand the
Some keywords that signal a blitz of
strengths of each defensive play.
some sort: Blitz, Fire, Storm, Wham, DEFENSIVE FORMATIONS
Robber, Monster, Thunder, Crash, Cross,
Remember that these scores act as guide- There are five different defensive playbooks
Smoke
lines only—you really need to learn how to to choose from: The 3-3-5, the 3-4, the 4-2-
read the defensive play diagrams to truly 5, the 4-3, and the Multiple D. All five share
Some keywords that signal a very con-
understand exactly what’s happening with- a number of common formation sets, which
servative defensive call: Max Zone,
in a given play. But until then, there’s no are described in detail later.
Cover 3, Cover 4
better way to cut through the defensive

52
primagames.com

NOTE 3-3-5 BEAR RUSHING IN MAN SHORT/ DEEP 3-3-5 SPLIT RUSHING IN MAN SHORT/ DEEP
PLAYS (12) OR PASS MEDIUM ZONE PLAYS (21) OR PASS MEDIUM ZONE

GETTING STARTED
Here’s how to read the arrows and other BLITZING COVER- ZONE PROTEC- BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS AGE PROTEC- TORS
symbols in the defensive playbook. The TORS TORS
color scheme described below only 2 Zone Man 3 1 5 2 3 Deep 4 0 4 3
applies when examining generic play- X Switch
books. During a game in which impact 3 Deep Roll 4 0 4 3 All Out Blitz 8 0 0 3
players are in the defensive line-up, All Out Blitz 8 0 0 3 Banjo Strike 5 2 3 1
their assignments are always highlight- Cover 2 Man 4 5 0 2 Cover 1 5 5 0 1
Fire 2 6 0 3 2 Cover 2 4 0 4 3
ed in white in play diagrams.
Fire Green 6 5 0 0 Cover 3 4 0 4 3
Middle Blitz 6 2 0 3 Cover 4 4 0 3 4
Yellow Circles/Ovals: The circles indicate defensive

PLAYBOOK
3 Dogs Zone 5 0 3 3

PLAYBOOK ANALYSIS
players playing zone defense;
Middle Plug 6 4 0 1 Blitz
the ovals (which may vary in
1 Double DE 2 5 3 (Spies) 1
size) show the areas of the
OLB Double 3 5 2 (Spies) 1 Spy
field being covered
Spy Double LB 4 5 2 (Spies) 0
Red Circle: Indicates a player playing
SS Double 3 5 2 (Spies) 1 Spy

ANALYSIS
man-to-man defense
Spy Inside 6 3 0 2
Gray Arrow: Indicates a rushing or blitzing
Storm Red 6 0 2 3 Switch
defender
Zone Blitz 5 0 3 3 Mad Robber 8 0 0 3
Blue Circle: Indicates a defender acting as
a “spy” Max Zone 2 0 7 2
Middle Slant 5 0 3 3
3-3-5 RUSHING IN MAN SHORT/ DEEP 3
COUGAR OR PASS MEDIUM ZONE Monster 2 5 0 4 2
3-3-5

DIVISION I-A TEAMS


PLAYS (21) BLITZING COVER- ZONE PROTEC-
Monster 3 5 0 3 3
The numbers represent three defensive AGE PROTEC- TORS
Buck
linemen, three linebackers, and five sec- TORS
Monster 6 5 0 0
All Out Blitz 8 0 0 3
ondary players. The linebackers have the Green
Bronco 6 5 0 0 OLB Double 3 5 2 (Spies) 1
flexibility to line up in various configurations Wham Spy
behind the linemen, while two of the sec- CB Blitz 5 0 3 3 Ray Smoke 6 0 2 3
ondary players can line up close to the line Cover 1 4 5 1 (Spy) 1 Thunder 6 5 0 0
of scrimmage—essentially representing an Cover 2 4 0 5 2 Green
eight-man front. The five secondary players Cover 2 Man 4 5 0 2 Thunder 4 4 2 (Spies) 1
provide healthy zone coverage when need- Cover 3 4 0 4 3 Green Spy
Zone
ed. The 3-3-5 is a rather flexible formation,

DIVISION I-AA TEAMS


Cover 4 3 0 4 4
but it relies on talented linebackers: If you Crash 2 5 0 3 3 3-3-5 STACK RUSHING IN MAN SHORT/ DEEP
aren’t strong at that position, you may be Cross Fire 3 5 0 3 3 PLAYS (33) OR PASS MEDIUM ZONE
vulnerable to inside run plays. Note that this DE Double 2 5 3 (Spies) 1 BLITZING COVER- ZONE PROTEC-
Spy AGE PROTEC- TORS
playbook also has access to a limited set of TORS
plays from the 3-4 Under category to mix Dog Gold 5 5 0 1
3 Deep 3 0 5 3
Double Outs 3 7 0 1
up the look of your defense. New for 2007 Switch
Double Slots 3 7 0 1
in this playbook are the Bear, Cougar, and FS Wham 6 5 0 0
All Out Blitz 8 0 0 3
Split formations. CB Blitz 5 0 3 3
Middle Blitz 6 5 0 0
CB Heat 5 0 4 2
Monster 6 5 0 0
Cover 1 4 5 1 (Spy) 1
Green
ADVANCED STRATEGIES

3-3-5 FORMATION SETS Cover 2 3 0 5 3


OLB Fire 5 5 0 1
3-3-5 BEAR 3-3-5 COUGAR Cover 2 Man 4 5 0 2
Spy 2 Blitz 5 0 2+1 (Spy) 3
Cover 2 MLB 3 0 3+1 4
SS Dogs 5 5 0 1
Spy (Spy)
SS Zone 5 0 3 3
Cover 3 3 0 5 3
3-3-5 SPLIT 3-3-5 STACK Blitz
Zone
Crash 3 5 0 2 4
Cross Fire 3 5 0 3 3
3-4 UNDER DE Double 2 5 3 (Spies) 1
Spy
Dog Gold 5 5 0 1
Continued

53
PLAYBOOK
DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE

Continued
3-4 UNDER RUSHING IN MAN SHORT/ DEEP 3-4 3-4 NORMAL RUSHING IN MAN SHORT/ DEEP
PLAYS (12)* OR PASS MEDIUM ZONE PLAYS OR PASS MEDIUM ZONE
BLITZING COVER- ZONE PROTEC- The numbers represent three linemen and (CONTINUED) BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS four linebackers; teams with exceptional tal- AGE PROTEC- TORS
TORS ent/size on the defensive line can handle this TORS
Double Outs 3 7 0 1 defensive scheme. With only three linemen, Hulk 3 5 0 3 3
Double Slots 3 7 0 1 this formation is susceptible to the inside Monster 6 5 0 0
Double X 3 6 1 1 Green
run—especially against formations that fea- Spy 2 Man 3 5 1 (Spy) 2
Double Z 3 6 1 1
Fire Green 6 5 0 0
ture two tight ends. On the plus side, the Spy 3 4 0 3+1 (Spy) 3
Middle Blitz 6 5 0 0 four linebackers are better equipped to han- Spy Gold 4 5 1 (Spy) 1
MLB Zone 5 0 2 4 dle short pass routes and runs to the side- Thunder 2 6 0 3 2
Blitz lines such as sweeps. In addition, this play- Thunder 6 5 0 0
Monster 2 5 0 4 2 book provides access to the 4-4 defensive Green
Monster 6 5 0 0 play list, which provides a more aggressive
Green 3-4 OVER RUSHING IN MAN SHORT/ DEEP
OLB Double 3 5 2 (Spies) 1
look against the run.
PLAYS (21) OR PASS MEDIUM ZONE
Spy BLITZING COVER- ZONE PROTEC-
OLB Fire 5 5 0 1 AGE PROTEC- TORS
Pinch Blitz 5 5 0 1 3-4 FORMATION SETS TORS
Prevent 4 3 0 4 4 3-4 NORMAL 3-4 OVER Cover 1 4 5 1 1
Quarters 3 0 2+1 (Spy) 5 Cover 2 3 0 6 2
Spy 2 Blitz 5 0 2+1 (Spy) 3 Cover 2 Man 3 5 1 2
SS Dogs 5 5 0 1 3-4 SOLID 3-4 UNDER Cover 3 4 0 4 3
SS Double 3 5 2 (Spies) 1 Cover 3 4 0 4 3
Spy Switch
SS Zone 5 0 2 4 Crash Gold 5 5 0 1
4-4
Blitz Cross Fire 6 4 0 1
Storm Red 6 0 1 4 Cross Fire 2 6 0 3 2
Zone Blitz 5 0 3 3 Cross Fire 3 5 0 3 3
Double DE 2 5 3 (Spies) 1
3-3-5 RUSHING IN MAN SHORT/ DEEP 3-4 NORMAL RUSHING IN MAN SHORT/ DEEP Spy
COUGAR OR PASS MEDIUM ZONE PLAYS (27) OR PASS MEDIUM ZONE Double MLB 3 5 2 (Spies) 1
PLAYS (21) BLITZING COVER- ZONE PROTEC- BLITZING COVER- ZONE PROTEC- Spy
AGE PROTEC- TORS AGE PROTEC- TORS Double OLB 3 0 4+2 2
TORS TORS Spy (Spies)
Cover 1 4 5 1 1 Cover 1 4 5 1 1 Fire 2 6 0 3 2
Cover 2 3 0 6 2 Cover 2 3 0 6 2 Fire Green 6 5 0 0
Cover 2 Man 3 5 1 2 Cover 2 Man 3 5 1 2 Gold Double 5 6 0 0
Cover 3 4 0 4 3 Cover 2 Max 3 0 6 2 Y
Cover 4 3 0 4 4 Cover 3 4 0 4 3 Gold Double 4 6 1 0
Crash 2 5 0 4 2 Cover 3 Max 3 0 5 3 Z
Crash Gold 5 5 0 1 Cover 4 3 0 4 4 Hulk 3 5 0 3 3
Dog Gold 5 5 0 1 Crash 2 5 0 4 2 Switch
Double Outs 4 7 0 0 Crash Gold 5 5 0 1 Monster 6 5 0 0
Dbl Safety 3 5 1 (Spy) 1+1 Green
Inside Zone 5 0 3 3
Blitz Spy (Spy) Spy 3 4 0 3+1 (Spy) 3
Middle 5 0 3 3 Dog Gold 5 5 0 1 Thunder 2 6 0 3 2
Cross 3 Double DE 2 5 3 (Spies) 1 Thunder 6 5 0 0
Thunder 7 4 0 0 Spy Green
Green Double MLB 3 5 2 (Spies) 1
Spy 3-4 SOLID RUSHING IN MAN SHORT/ DEEP
*Note: The 3-4 Under in the 3-3-5 playbook has fewer
Double OLB 3 0 4+2 2 PLAYS (18) OR PASS MEDIUM ZONE
plays available compared with the 3-4 Under in the 3-4
Spy (Spies) BLITZING COVER- ZONE PROTEC-
playbook.
Double Outs 4 7 0 0 AGE PROTEC- TORS
Fire 2 6 0 3 2 TORS
Fire Green 6 5 0 0 Cover 2 3 0 6 2
Gold Double X 5 6 0 0 Cover 2 Man 3 5 1 2
Gold Double Y 5 6 0 0 Cover 3 4 0 4 3
Gold Double Z 4 6 1 0 Cloud

54
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3-4 SOLID RUSHING IN MAN SHORT/ DEEP 4-4 PLAYS RUSHING IN MAN SHORT/ DEEP 4-2-5 FORMATION SETS
PLAYS OR PASS MEDIUM ZONE (21) OR PASS MEDIUM ZONE

GETTING STARTED
(CONTINUED) BLITZING COVER- ZONE PROTEC- BLITZING COVER- ZONE PROTEC- 4-2-5 BEAR 4-2-5 NORMAL
AGE PROTEC- TORS AGE PROTEC- TORS
TORS TORS
Cover 4 3 0 4 4 All Out Blitz 8 0 0 3 4-2-5 OVER 4-2-5 UNDER
Crash Gold 5 5 0 1 CB Heat 6 0 4 1
Double MLB 3 5 2 (Spies) 1 Cover 1 5 5 0 1
Spy Cover 2 4 0 4 3 4-4
Double OLB 3 0 4+2 2 Cover 2 Man 4 0 5 2
Spy (Spies) Cover 3 4 0 4 3
Double Outs 4 7 0 0 Cover 4 4 0 3 4
FS Zone Blitz 5 0 3 3 Crash Gold 5 5 0 1
4-2-5 BEAR RUSHING IN MAN SHORT/ DEEP

PLAYBOOK
Gap Press 6 5 0 0

PLAYBOOK ANALYSIS
Dog 3 5 0 3 3 PLAYS (12) OR PASS MEDIUM ZONE
Gap Press 2 6 0 3 2 Dogs Zone 5 0 3 3 BLITZING COVER- ZONE PROTEC-
MLB Cross 3 5 0 3 3 Blitz AGE PROTEC- TORS
MLB Cross 7 4 0 0 Double DE 2 0 3+3 3 TORS
Blitz Spy (Spies) All Out Blitz 8 0 0 3
Monster 6 5 0 0 Double OLB 3 0 3+2 3

ANALYSIS
CB Fire 1 5 5 0 1
Green Spy (Spies) Cover 1 5 5 0 1
Spy 3 4 0 3+1 (Spy) 3 Fire Green 6 5 0 0 Cover 2 Man 4 5 0 2
Spy Gold 4 5 1 (Spy) 1 Lightning 5 5 0 1 Cover 3 4 0 4 3
Thunder 2 6 0 3 2 Gold
Fire Green 6 5 0 0
Thunder 6 5 0 0 Mad Robber 8 0 0 3
FS Spy 5 5 0 1 (Spy)
Green Monster 6 5 0 0
Max Zone 2 0 5 4
Green

DIVISION I-A TEAMS


Middle Blitz 6 5 0 0
Pinch Blitz 6 5 0 0
3-4 UNDER RUSHING IN MAN SHORT/ DEEP SS Double 4 5 2 (Spy) 0
PLAYS (21) OR PASS MEDIUM ZONE Safety Spy 4 5 1 (Spy) 1
Spy
BLITZING COVER- ZONE PROTEC- Spy Gold 4 5 1 (Spy) 1
SS Fire 6 5 0 0
AGE PROTEC- TORS Spy Green 5 5 1 (Spy) 0
Zone Dog 3 4 0 4 3
TORS Thunder 6 5 0 0
Cover 1 4 5 1 1 Green
Cover 2 3 0 6 2 4-2-5 NOR- RUSHING IN MAN SHORT/ DEEP
Cover 2 Man 3 5 1 2 MAL PLAYS OR PASS MEDIUM ZONE
Cover 3 4 0 4 3 4-2-5 (33) BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS
Cover 3 Cloud 4 0 4 3 The numbers represent four linemen, two TORS
Cover 3 4 0 4 3 linebackers, and five secondary players. All Out Blitz 8 0 0 3

DIVISION I-AA TEAMS


Switch
Cover 4 3 0 4 4
This is essentially a compromise between CB Blitz 6 0 2 3
Crash 2 5 0 4 2 the 4-3 and the 3-3-5—you get the cover- CB Heat 5 0 4 2
Crash 3 5 0 3 3 age flexibility from the five in the second- Cover 1 4 5 1 1
Crash Gold 5 5 0 1 ary while adding strength against the Cover 2 4 4 0 3
Cover 2 Man 4 5 0 2
Dog Gold 5 5 0 1 run/pass rush with four down linemen. As
Double DE 2 5 3 (Spies) 1 Cover 2 MLB 4 0 2+2 3
with the 3-3-5, it’s essential that lineback- Spy (Spies)
Spy
ers play with talent and discipline to avoid Cover 3 4 0 4 3
Double MLB 3 5 2 (Spies) 1
Spy getting caught out of position. This play- Crash Gold 6 5 0 0
Double OLB 3 0 4+2 2 book also has access to the 4-4 defensive Dogs Zone 5 0 3 3
Spy (Spies) play list, which provides a more aggressive Blitz
ADVANCED STRATEGIES

Double Outs 4 7 0 0 Double DE 2 5 3 (Spies) 1


look against the run. The Bear, Over, and
Fire 2 6 0 3 2 Spy
Under formations are new to 2007. Double Outs 4 7 0 0
Fire Green 6 5 0 0
Inside Zone 5 0 3 3 Double Slots 4 7 0 0
Blitz Double X 4 6 0 1
Middle 7 4 0 0 Double Z 4 6 0 1
Cross FS Blitz 6 5 0 0
Middle 5 0 3 3 FS Spy 4 5 0 1+1 (Spy)
Cross 3 LB Double 4 5 2 (Spies) 0
Thunder 7 4 0 0 Spy
Green Max Zone 2 0 6 3
Continued

55
PLAYBOOK
DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE

Continued
4-2-5 NOR- RUSHING IN MAN SHORT/ DEEP 4-2-5 RUSHING IN MAN SHORT/ DEEP The 4-3 playbook has been updated for
MAL PLAYS OR PASS MEDIUM ZONE UNDER OR PASS MEDIUM ZONE 2007 with the addition of the 46-Bear, which
(CONTINUED) BLITZING COVER- ZONE PROTEC- PLAYS (27) BLITZING COVER- ZONE PROTEC- is derived from pro football and allows
AGE PROTEC- TORS AGE PROTEC- TORS
TORS TORS defenses to pressure the passer by making
Middle Blitz 6 5 0 0 3 Deep Roll 4 0 4 3 the corners more aggressive through bump-
MLB Spy 4 5 1 (Spy) 1 All Out Blitz 8 0 0 3 and-run and blitzing tactics. However,
Monster 2 5 0 4 2 CB Blitz 6 0 2 3 because of the aggressiveness of the 46-
OLB Fire 5 5 0 1 CB Heat 5 0 4 2 Bear, it relies on superior talent across the
Pinch Blitz 6 5 0 0 Cover 1 4 5 1 1 entire defense. It is also vulnerable to short
Prevent 4 4 0 2 5 Cover 2 4 0 4 3
passing routes.
Quarters 3 0 3 5 Cover 2 Man 4 5 0 2
Spy 2 4 0 4+1 (Spy) 2 Cover 3 4 0 4 3
Robber Cover 4 4 0 2 5 4-3 FORMATION SETS
Spy 3 Blitz 5 0 2+1 (Spy) 3 Crash 2 5 0 4 2 4-3 OVER 4-3 STACK
SS Blitz 6 0 2 3 Crash Gold 6 5 0 0
SS Dogs 6 5 0 0 Dogs Zone 5 0 3 3
SS Double 4 5 2 (Spies) 0 Blitz
Spy 4-3 UNDER 4-4
Double DE 2 5 3 (Spies) 1
Storm Red 7 0 3 1 Spy
Zone Blitz 5 0 3 3 Double Outs 4 7 0 0
Double X 4 6 0 1 46-BEAR
FS Spy 4 5 0 1+1 (Spy)
4-2-5 OVER RUSHING IN MAN SHORT/ DEEP LB Double 4 5 2 (Spies) 0
PLAYS (27) OR PASS MEDIUM ZONE Spy
BLITZING COVER- ZONE PROTEC-
Max Zone 2 0 6 3
AGE PROTEC- TORS 4-3 OVER RUSHING IN MAN SHORT/ DEEP
Middle Blitz 6 5 0 0
TORS PLAYS (24) OR PASS MEDIUM ZONE
MLB Spy 4 5 1 (Spy) 1
3 Deep Roll 4 0 3 4 BLITZING COVER- ZONE PROTEC-
Pinch Blitz 6 5 0 0
All Out Blitz 8 0 0 3 AGE PROTEC- TORS
Prevent 4 4 0 2 5
CB Blitz 6 0 2 3 TORS
Spy 2 4 0 4+1 2
CB Heat 5 0 4 2 Cover 1 4 5 1 1
Robber (Spy)
Cover 1 4 5 1 1 Cover 2 4 0 5 2
SS Dogs 6 5 0 0
Cover 2 4 0 4 3 Cover 2 Man 4 5 0 2
SS Double 4 5 2 (Spies) 0
Cover 2 Man 4 5 0 2 Spy Cover 3 4 0 4 3
Cover 3 4 0 4 3 Storm Red 7 0 3 1 Cover 4 4 0 3 4
Cover 4 4 0 3 4 Zone Blitz 5 0 3 3 Crash 2 5 0 4 2
Crash 2 5 0 4 2 Crash Gold 5 5 0 1
Crash 3 5 0 3 3 Dbl Safety 4 5 0 2 (Spies)
Crash Gold 6 5 0 0 4-4 Plays: Refer to the 4-4 plays in the 3-4 Spy
Dogs Zone 5 0 3 3 playbook (the list is the same). Dog 2 5 0 4 2
Blitz Dog 3 5 0 3 3
Double Outs 4 7 0 0 Double DE 2 5 1+2 1
Double X 4 6 0 1 4-3 Spy (Spies)
Fire Green 6 5 0 0 Fire 2 6 0 3 2
FS Spy 4 5 0 1+1 (Spy)
The 4-3 (representing four linemen and three Gold Double X 5 6 0 0
LB Double 4 5 2 (Spies) 0 linebackers) has historically been the stan- Hulk 3 5 0 3 3
Spy dard defense for the majority of teams in Lightning 2 5 0 4 2
Max Zone 2 0 6 3 college football. It arguably provides the best Lightning 5 5 0 1
Monster 2 5 0 3 3 balance between defending the inside run Gold
Monster 6 0 2 3 Monster 6 5 0 0
(with success relying on the talent of the Green
Green
Prevent 4 4 0 2 5
defensive linemen), the outside run, and the Raider 2 5 0 4 2
Spy 2 4 0 4+1 2 pass (with success of the latter two relying Sack Red 6 5 0 0
Robber (Spy) on the speed of the linebackers). However, Spy 2 4 0 4+1 (Spy) 2
SS Blitz 6 0 2 3 more teams have been using the spread Spy 3 4 0 3+1 (Spy) 3
SS Dogs 6 5 0 0 offense—which uses extra receivers to force Storm Red 6 5 0 0
SS Double 4 5 2 (Spies) 0 linebackers to line up outside the box—and Tampa 2 4 0 5 2
Spy Thunder 6 5 0 0
Zone Blitz 5 0 3 3
the 4-3 can be vulnerable to such schemes. Green

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primagames.com

4-3 STACK RUSHING IN MAN SHORT/ DEEP 4-3 UNDER RUSHING IN MAN SHORT/ DEEP 3-4 Solid Plays: Refer to the 3-4 Solid plays
PLAYS (24) OR PASS MEDIUM ZONE PLAYS OR PASS MEDIUM ZONE in the 3-4 playbook (the list is the same).

GETTING STARTED
BLITZING COVER- ZONE PROTEC- (CONTINUED) BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS AGE PROTEC- TORS
TORS TORS 3-4 Under Plays: Refer to the 3-4 Under
Cover 1 4 5 1 1 OLB Double 4 0 3+2 2 plays in the 3-4 playbook (the list is the
Cover 2 4 0 5 2 Spy (Spies) same).
Cover 2 Man 4 5 0 2 Raider 2 5 0 4 2
Cover 3 4 0 4 3 Storm Red 6 5 0 0 4-3 Over Plays: Refer to the 4-3 Over plays
Cover 4 4 0 3 4 Tampa 2 4 0 5 2
in the 4-3 playbook (the list is the same).
Crash 2 5 0 4 2 Thunder 2 6 0 3 2
Crash Gold 5 5 0 1 Thunder 6 5 0 0
Dog 3 5 0 3 3 Green 4-3 Stack Plays: Refer to the 4-3 Stack
plays in the 4-3 playbook (the list is the

PLAYBOOK
PLAYBOOK ANALYSIS
Fire 2 6 0 3 2
Gold Double 5 6 0 0 same).
4-4 Plays: Refer to the 4-4 plays in the 3-4
X
Gold Double 5 6 0 0
playbook (the list is the same).
46-Bear Plays: Refer to the 46-Bear plays in
Y
the 4-3 playbook (the list is the same).
Gold Double 5 6 0 0 46-BEAR RUSHING IN MAN SHORT/ DEEP

ANALYSIS
Z PLAYS (12) OR PASS MEDIUM ZONE
Hulk 3 5 0 3 3 BLITZING COVER- ZONE PROTEC-
UNIVERSAL DEFENSIVE FORMATIONS
Lightning 2 5 0 4 2 AGE PROTEC- TORS
Monster 3 5 0 3 3 TORS All of the defensive playbooks have a com-
Monster 6 5 0 0 CB Fire 1 5 5 0 1
mon set of additional formation sets avail-
Green Cover 1 4 5 1 1
able to choose from—including new sets
OLB Double 4 0 3+2 2 Cover 2 Man 4 5 0 2

DIVISION I-A TEAMS


Spy (Spies) Cover 3 4 0 4 3 and plays for 2007. All the plays are avail-
Raider 2 5 0 4 2 Cover 4 4 0 3 4 able in all playbooks except where noted in
Sack Red 6 5 0 0 Crash Gold 5 5 0 1 the nickel and dime charts below (a few
Spy 2 4 0 4+1 (Spy) 2 Fire Green 6 5 0 0 plays are accessible only by certain play-
Tampa 2 4 0 5 2 Fire 6 0 2 3 books).
Thunder 2 6 0 3 2 Overload
Thunder 6 5 0 0 FS Spy 5 5 0 1 (Spy)
5-2 Normal: The 5-2 defense (five lineman
Green SS Fire 5 5 0 1
Zone Blitz 5 0 2 4 Thunder 6 5 0 0 and two linebackers) is designed to put
Green stress on the offensive line and get greater
Zone Dogs 3 5 0 3 3 penetration into the backfield against the

DIVISION I-AA TEAMS


4-3 UNDER RUSHING IN MAN SHORT/ DEEP run. In pass blitz situations, the 5-2 puts
PLAYS (21) OR PASS MEDIUM ZONE extreme pressure on the secondary to pro-
BLITZING COVER- ZONE PROTEC-
MULTIPLE D vide solid coverage—but with so much blitz-
AGE PROTEC- TORS
TORS Because this defense is a composite of the ing power aimed at the quarterback, he may
Cover 1 4 5 1 1 3-4 and 4-3 defenses, you can look back at not have time to make a good read on the
Cover 2 4 0 5 2 the previous charts to see what’s available in coverage.
Cover 2 Man 4 5 0 2
this playbook. The Multiple D gives you the
Cover 3 4 0 3 4
greatest opportunity to throw different defen- Dime (3-2-6 and Normal): If five defensive
Cover 4 4 0 3 4
sive looks at an opponent. backs are worth a “nickel,” then six must be
Crash 2 5 0 4 2
Crash Gold 5 5 0 1 worth twice as much—that’s the philosophy
behind the Dime formation. Six defensive
ADVANCED STRATEGIES

Dbl Safety 4 5 0 2 (Spies) MULTIPLE D FORMATION SETS


Spy 3-4 SOLID 3-4 UNDER
backs provide even more support against the
Dog 3 5 0 3 3 pass—especially on long-yardage situations.
Double DE 2 5 3 (Spies) 1 The drawback of the Dime (relative to the
Spy
4-3 OVER 4-3 STACK Nickel) is that it’s more susceptible to the run;
Gold Double X 5 6 0 0
Hulk 3 5 0 3 3 the assumption you make when calling a
Lightning 2 5 0 4 2 Dime defense is that you’d rather give up
Lightning 5 5 0 1 46-BEAR some run yards than give up a big pass for a
Gold first down. There are two Dime variants to
Monster Green 6 5 0 0

57
PLAYBOOK
DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE

choose from: The Normal features four line- call for a reverse (or fake reverse) as well as 5-2 NORMAL RUSHING IN MAN SHORT/ DEEP
men and one linebacker, while the 3-2-6 fea- dictate how many players you want to commit PLAYS (12) OR PASS MEDIUM ZONE
tures three linemen and two linebackers. The to try to block a kick. Now that there are more BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS
latter variation provides you with more speed fake punt/field goal options for the offense, TORS
at linebacker against any potential run. consider calling conservatively from this play- Cover 1 5 5 0 1
book set on fourth down (especially against Cover 2 5 0 4 2
Goal Line Normal: The Goal Line playbook human opponents) to protect yourself from a Cover 2 Man 4 5 0 2
features an aggressive set of defensive play trick play. Finally, because Special Teams Cover 3 5 0 3 3
calls (mostly all featuring six-man fronts) defenses aren’t exactly “true” defensive play Cover 4 5 0 2 4
Crash Gold 5 5 0 1
designed to neutralize the offense within five calls, no chart breakdown is provided.
Double DE 3 5 2 (Spies) 1
or so yards of the end zone. You may be Spy
tempted to call a goal line defense in other NOTE Double LB 3 0 3+2 3
short-yardage situations elsewhere on the Spy (Spies)
field, but beware—a knowledgeable opponent One of the new features in 2007 is the Fire Green 6 5 0 0
can recognize it, audible to a pass, and go ability to switch to a behind-the-shoul- Monster 3 6 0 2 3
over the top because there is absolutely no der view on punt and field goal blocks Safety Spy 5 5 0 1 (Spy)

deep zone support. when playing against the computer. Use Spy Green 5 5 1 (Spy) 0
this view if you want to be aggressive,
Nickel Normal: The name refers to the five but be wary of hitting the kicker late DIME 3-2-6 RUSHING IN MAN SHORT/ DEEP
defensive backs found in this formation. They (which results in a major penalty) or get- PLAYS (12) OR PASS MEDIUM ZONE
provide additional protection against the pass; ting caught out of position if it’s a fake. BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS
the nickel and its variants are often seen in TORS
second or third and long pass situations. The UNIVERSAL FORMATION SETS Cover 2 3 0 6 2
remaining six defenders (two linebackers and 5-2 NORMAL DIME 3-2-6 Cover 2 Man 4 5 0 2
four linemen) are free to blitz or support the Cover 3 4 0 3 4
secondary depending on how aggressive the Cover 4 3 0 3 5
Dog Gold 5 5 0 1
defense wants to get. However, it is not a DIME NORMAL GOAL LINE NORMAL
Double LB 3 5 2 (Spies) 1
good defense against the run. Spy
Double Outs 4 7 0 0
Quarter 3 Deep: The Quarter 3 Deep is new NICKEL NORMAL QUARTER 3 DEEP Fire 2 6 0 3 2
for 2007, and it represents the cost of infla- Fire Green 6 5 0 0
tion in football defense: If six defensive backs FS Fire Zone 5 0 3 3
SPECIAL TEAMS Plug Robber 5 0 4 2
are worth a “dime,” then seven must be
1
worth a “quarter.” As you can guess, this for-
Zone Blitz 5 0 3 3
mation features seven defensive backs, three
of which play deep to prevent long passes.
Rounding out the package are three linemen
and a linebacker. As you can see from the list
of plays below, the Quarter 3 Deep formation
set comprises the most conservative pass
defenses available in the game—defenses in
which you essentially give up short yardage to
prevent a big-play touchdown pass. However,
if you look closely, you’ll see a few blitz
schemes mixed in—but use them at your
own risk if you have a porous secondary.

Special Teams: You’ll use special teams on


defense to return a punt or block a field goal.
Note the variety of options for both situa-
tions—for instance, on punt return you can

58
primagames.com

DIME NOR- RUSHING IN MAN SHORT/ DEEP NICKEL RUSHING IN MAN SHORT/ DEEP QUARTER 3 RUSHING IN MAN SHORT/ DEEP
MAL PLAYS OR PASS MEDIUM ZONE NORMAL OR PASS MEDIUM ZONE DEEP PLAYS OR PASS MEDIUM ZONE

GETTING STARTED
(24*) BLITZING COVER- ZONE PROTEC- PLAYS (27*) BLITZING COVER- ZONE PROTEC- (12) BLITZING COVER- ZONE PROTEC-
AGE PROTEC- TORS AGE PROTEC- TORS AGE PROTEC- TORS
TORS TORS TORS
Cover 1 4 5 1 1 All Out 8 0 0 3 Cover 1 4 5 0 2
Cover 2 4 0 5 2 Blitz** Cover 2 3 0 5 3
Cover 2 Man 4 5 0 2 Cover 1 4 5 1 1 Cover 2 Man 3 5 0 3
Cover 3 4 0 3 4 Cover 2 4 0 5 2 Cover 3 3 0 2 6
Cover 3 4 0 4 3 Cover 2 Man 4 5 0 2 Cover 3 Man 3 5 0 3
Cloud** Cover 3 4 0 3 4 Crash 3 4 0 4 3
Cover 3 4 0 3 4 Cover 4 4 0 3 4 Double Outs 3 7 0 1
Switch** Crash 2 5 0 4 2 Double Z 3 6 0 2

PLAYBOOK
Cover 4 4 0 3 4 Crash 3 5 0 3 3

PLAYBOOK ANALYSIS
Fire 3 5 0 0 6
Crash Gold 5 5 0 1 Crash Gold 6 5 0 0 Middle Blitz 6 5 0 0
Dbl Safety 6 0 3 2 Dbl Safety 4 5 0 2 (Spies) Middle Blitz 6 0 2 3
Go Spy*** Strike
Dbl Safety 4 5 0 2 (Spies) Dog Gold 5 5 0 1 Prevent 3 0 3 5
Spy*** Dogs Zone 5 0 3 3

ANALYSIS
Dog 2 5 0 4 2 Blitz**
GOAL LINE RUSHING IN MAN SHORT/ DEEP
Dog 3** 5 0 2 4 Double DE 2 5 3 (Spies) 1 NORMAL OR PASS MEDIUM ZONE
Dog Gold 5 5 0 1 Spy PLAYS (12) BLITZING COVER- ZONE PROTEC-
Dogs Zone 5 0 4 2 Double LB 4 5 2 (Spies) 0 AGE PROTEC- TORS
Blitz Spy TORS
Double DB 4 5 2 (Spies) 0 Double Outs 4 7 0 0 Take 8 0 3 0
Spy*** Double 4 7 0 0 Slide 8 0 3 0

DIVISION I-A TEAMS


Double DE 2 5 3 (Spies) 1 Slots***
Slant Blitz 7 4 0 0
Spy** Double X*** 4 6 0 1
OLB Fire 8 0 3 0
Double Outs 4 7 0 0 Double Z 4 6 0 1
Man Lock 6 5 0 0
Double Slots 4 7 0 0 Fire Green 6 5 0 0
Man Free 5 5 1 0
Fire 2** 6 0 3 2 Hulk 3*** 4 0 4 3
GL Zone Spy 5 0 5+1 (Spy) 0
Fire Green 6 5 0 0 Max Zone 2 0 7 2
Fire Gaps 9 2 0 0
Gold Double 5 6 0 0 Middle 6 5 0 0
X Dogs Blitz 9 2 0 0
Blitz**
Gold Double 5 6 0 0 CB Blitz 7 0 4 0
Monster 2 6 0 3 2
Z*** Blitz All 11 0 0 0
Monster 3** 6 0 2 3
Hulk 2 6 0 3 2 5-Under 6 0 5 0
Monster 6 5 0 0
Max Zone 2 0 7 2 Green

DIVISION I-AA TEAMS


Monster 3 5 0 2 4 Pinch Blitz 6 5 0 0
Prevent*** 4 0 3 4 Prevent 4 4 0 3 4
Spy Gold*** 4 5 1 (Spy) 1 Spy 2 4 0 3+1 3
SS Zone 5 0 3 3 Robber (Spy)
Blitz Spy Gold*** 4 5 1 (Spy) 1
Tampa 2 4 0 5 2 Storm Red 6 5 0 0
Thunder 6 5 0 0
* There are actually 29 total plays, but only 24 are Green
available depending on the playbook chosen
** Only available in 3-3-5, 3-4, and 4-2-5 playbooks * There are actually 31 total plays, but only 27
*** Only available in 4-3 and Multiple D playbooks
are available depending on the playbook
chosen
ADVANCED STRATEGIES

** Only available in 3-3-5 and 3-4 playbooks


*** Only available in 4-2-5, 4-3, and Multiple D
playbooks

59

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