GENERAL
1. Player Ratings :
Offensive lineman and defensive players are rated 1-10+ based on their performance from the year selected.
The ratings are a guide only - actual player stats should be considered.
You will also notice that these players are given a 1-5 durability rating.
The offensive skill positions, QB's, RB's, WR's, TE's are not given an over-all 1-10+ rating.
They are judged mainly on there statistics.
They do, however, have a 1-5 durability rating, a 1-5 short yardage rating, a 1-5 break-away rating and receivers get a 1-10+ receiver rating.
Short yardage rating: (1-5) Rates the player's ability to gain the tough yard in a crucial situation.
Break-away rating: (1-5) Rates the player's ability to "break free" and gain extra yards.
Durability rating: (1-5) This rating will not matter because we will not be using injuries.
Receiver rating: (1-10+) Rates the players ability to catch the ball.
2. There can be more than one team from each franchise -- eg. if someone has the 62 Packers, someone else can have the 97 Packers.
3. The top 4 teams go to the play-offs.
4. Free Agency:
Every year each team can sign three free agents, two anywhere on your roster and one on special teams.
The special teams free agent cannot be used in any other capacity other than special teams.
These players can be from any roster found at "Free agents" or any available roster at "Teams".
There can only be one player from the same year in the league at the same time.
If someone chooses a team with an existing free agent on it the free agent player will be immediately "cut" from the roster he was on.
5. The Game plan:
The Game Plan you submit will only affect play from your goal-line to the opposing team's 30 yard line.
The computer coach will coach your team from the 30 to the opposing team's goal-line.
This is the case on both offense and defense.
The computer will assign each team a "basic" plan covering the entire field.
The Game Plan gives you the ability to adjust your team's strategy to fit yours.
It's up to you. You can change one thing, everything or nothing.
The 4 pre-season games are an excellent opportunity to see how your team plays with the assigned game plan and what, if any changes need to be made.
OFFENSE
PLAYACTION: Increases completion % when defense plays the run, but decreases completion % when defense is playing pass.
SHOTGUN: Decreases sack frequency and QB run frequency but reduces pass play yardage.
RUN COUNTER: Also referred to as misdirection.
Fool the defense as to which way the play is going.
The runner runs in the opposite direction of the blocking.
RUN WEAK: This will send the running back to the weakside
(the side opposite of the tight-end)
MOTION: Excellent allowing offense to detect coverage type, but delays a receiver in his route.
TRICK PLAYS: Flea flickers, HB pass, Hook & Lateral, Double reverse.
HIGH risk plays.
FORMATIONS
On each down and distance situation you can decide which players will take the field.
You can also go to "Formations" to create your own formations.
DEFENSE
BASIC
A "bend but don't brake" philosophy. You won't get burned but you won't be making many big plays either.
If your playing a balanced team that mixes it up well, this may be a good choice, but if you're playing a team that is "heavy" in either running or passing, this defense may give up some yards.
PREVENT
Used when defending against a desperate team trying to score quickly with little time remaining. This defense will allow medium sized gains "underneath".
The idea is to prevent a score.
A much criticized defense that has been known to let teams back in the game. The most famous example of this is when the Bills came back from certain defeat against the Oilers in the play-offs. (Sorry Tom)
PASS
Used in obvious passing situations --- or used often when you want to "shut down" a hi-powered passing game. This strategy could allow some big runs, but can be affective if you feel the opposing team can't beat you on the ground.
RUN
Used in obvious running situations --- or used often when you want to "shut down" a hi-powered running game. This strategy could allow some big passes, but can be affective if you feel the opposing team can't beat you through the air.
BLITZING
How often do you want to "Blitz" ? - You can send 1, 2 or 3 Blitzers on each down and distance.
This is chosen for each down and distance situation.
MAN TO MAN COVERAGE
What % do you want to use man-to-man coverage?
Man is good against the short/medium passing game. Use sparingly if your secondary is out-matched by the wide receivers.
Speedy receivers and multiple receiver sets can eat you up.
When you are not in man-to-man coverage your are in zone coverage.
KEY RUNNERS
This decides how much attention the defense will focus on the running backs,
whether they get the ball or not.
DOUBLE RECEIVERS
This decides how often the opposing receivers get double teamed.
FORMATIONS
On each down and distance situation you can decide which players will take the field.
You can also go to "Formations" to create your own formations.