NCAA07 Defensive Playbook Final
NCAA07 Defensive Playbook Final
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.
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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
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PLAYBOOK
DEFENSIVE PLAYBOOK
ANALYSIS
PRIMA OFFICIAL GAME GUIDE
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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
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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
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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
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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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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
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.
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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
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