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  • 8/14/2019 NCAA07 Defensive Playbook Final

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    Against a human opponent, look for tells:Unlike playing the computer, playing anotherhuman opponent throws all the percentagesout the window. Theres no way to predictwhat another player will do, so you have topick up on tells he or she might not notice.For instance, does the opponent always passor play-action pass on second and short?Does the opponent always flip plays so thathe or she can run to the far side of the field?Does the opponent always run in one forma-tion but pass in another? Its really difficult tofind such tellsespecially against veteranplayers who know how to mix it upbut ifyou pick up on some trend in an oppo-nents play-calling pattern, adjust to it.

    When in doubt and winning, be aggres-sive: There are football video gamers outthere who strongly believe that the only wayto win is to be aggressive. The prevailingwisdom is to force the opponent (whetherhuman or computer) to beat you rather thanto sit in a prevent defense and watch thembeat you (the cynical view being that pre-vent defenses only prevent you from win-ning). While that school of thought might be

    a bit too extreme (and possibly the kiss ofdeath against experienced players), it is truethat the more pressure you put on an oppo-nent, the more likely he or she may berushed into a mistake. With that said, ifyoure unsure of what to call, being aggres-sive with a blitz might be the ticketjustcontrol a safety to make sure you dont getburned too badly in case things turn ugly.

    When in doubt and losing, play it safe:There may be a time when youre completelyat a loss as to what to call (hopefully, thatwont be the case after reading this sec-

    tionbut you never know). If that happens,call a defensive play that gives you maxi-mum protection deep. In general, its betterto get burned underneath than to get burnedbehind the safeties. You should have this911 play as an audible.

    Whether youre new to the game or a griz-zled veteran, its inherently harder to learnhow to call defensive plays than offensiveplays. If youre stuck on an offensive play,you can go into practice mode and justrun that play over and over again until yousee how all the pieces work.

    In theory, you can practice defensive playsin the same manner, but that kind of prac-tice will never teach you what play youshould call in a given situation.Complicating matters are all the real-lifefootball jargon used to describe theseplays: Terms such as Fire, Dogs, andMonster dont make it easy for begin-ners to get a grasp on what these plays(and their defensive diagrams) reallymean.

    Because of that, this years strategy guidebreaks down all the available defensiveplays in a more streamlined manner thanin previous guides. Instead of getting intothe nitty-gritty about specific defensiveassignments and blitz packages, wevedevised a more understandable score-card of each defensive play, broken downinto four categories:

    Rushing or Blitzing: This score repre-sents the number of defensive players(out of 11 total) rushing and/or blitzing theoffensebasically everyone trying to get

    into the offensive backfield. In general,scores of 5 or higher reflect more aggres- sive defensive calls aimed at either shut- ting down the running game or pressuring the quarterback . However, the flip side ofa higher score here is that it puts morepressure on your secondary to play mis-take-free coverage if the defensiverush/blitz fizzles.

    In Man Pass Coverage: This score repre-sents the number of defensive players (outof 11 total) playing man-to-man coverageon receivers. In general, higher scores reflect more defenders available to play man-to-man pass coverage . When thisnumber reaches 6 or 7, it usually indicatesthat one or more offensive receivers arebeing double-teamed. When this number is0, it means you are playing a pure zonedefense (more on that shortly).

    If you have a good, competent secondarycorps, you wont have to worry too muchabout this score. However, if your second-

    ary corps is suspect, a score of just 5 maybe cause for concern if the next twoscores are both 0.

    Short/Medium Zone Protectors (within10 yards): This score represents the num-ber of defensive players (out of 11 total)playing zone coverage within 10 yards ofthe line of scrimmage. Zone coveragemeans that a defensive player patrols aspecific area of the field and is responsi-ble for any offensive player who wanderswithin that area. In general, higher scores reflect a somewhat less aggressive defense designed to prevent the offense from getting a first down . If your second-ary corps is suspect, you might want tostick with defenses that score 3 or higherin this category. The only drawback is thatthe bigger the zone coverage, the fewerdefenders therell be at the line to stopshort runs.

    NOTE (CONTINUED)

    throws a monkey wrench into the offensive lines usual blocking assign-

    ments. The result is often a coverage sack, forcing a fourth down. This unorthodox tactic doesnt always work (the computer can beat it by passing over the top of the deep zone cover- age), but it works surprisingly well especially in cases when the computer is losing late in the game and is forced into passing plays. NOTE

    Remember that just as on offense,every defensive play can be flipped keep that in mind if you want to send a blitz or zone coverage to a specific side of the field.

    LEARNING ABOUT DEFENSIVE PLAYS

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    PRIMA OFFICIAL GAME GUIDE

    PLAYBOOK ANALYSISDEFENSIVE PLAYBOOK

    Deep Zone Protectors (outside 10yards): This score represents the numberof defensive players playing zone coverage10 yards or more past the line of scrim-mage. In general, higher scores reflect a very conservative defense designed to prevent the offense from making a big playthis is essential when youre trying to protect against the long pass . If your

    secondary corps is suspect and/or youretrying to defend on third and long, youmight want to stick with defenses thatscore 3 or higher in this category. If bothzone scores are 0, it means that thedefense is playing a pure man-to-mandefense (and is most likely blitzing aswell). If both zone scores are high andthe in man pass coverage score is 0, itindicates a very conservative defense.

    The table to the upper right summarizesthese scores and provides a quick cheat-sheet so you can easily understand thestrengths of each defensive play.

    Remember that these scores act as guide-lines onlyyou really need to learn how toread the defensive play diagrams to trulyunderstand exactly whats happening with-in a given play. But until then, theres nobetter way to cut through the defensive

    jargon and make a smart defensive playcall than by using this simple four-scorecomparison method.

    NOTE

    In some of the defensive play charts below, youll see a notation for a spy

    or spies. After the ball is snapped,spies shadow the movements of a spe- cific player in the backfield (usually the quarterback) until that player emerges out of the backfield and crosses the line of scrimmage toward the defend- ers area of responsibility. At that point,the spying defender locks on to that offensive player and attempts to make a tackle if that player happens to have the ball. The difference between plain old zone coverage and spy coverage is that spies have more freedom to roam around the field to keep up with players coming out of the backfield.

    SCORECATEGORY

    RUSHINGOR BLITZING

    IN MAN PASSCOVERAGE

    SHORT/MEDIUMZONE PROTEC-TORS

    DEEP ZONEPROTECTORS

    WHAT THESCORE MEANS

    Scores of 5 or higherreflect more aggres-sive (and more risky)defensive play calls.

    Scores of 6 or higherreflect more defensiveplay calls. A score ofzero means yourdefense is in purezone coverage.

    The higher both these numbers are (whenadded together), the more conservative (andsafer) your defense will be. If both numberare zero, your defense is in pure man-to-mancoverage (and most likely blitzing as a result)

    WHAT TO CALLON DEFENSE

    Call a defensive playwith a score of 5 orhigher in this categoryto stop the run or toput extra pressure onthe quarterback.

    Call a defensive playwith a score of 5 inthis category only ifyour secondary isdecent at sticking withreceiversotherwise,stick to zone coverage.

    Call a defensive playwith a score of 3 orhigher in this categoryto best protect againstany pass within 10yards of the line ofscrimmage.

    Call a defensive playwith a score of 3 orhigher in this categorto best protect againsany pass longer than10 yards.

    BEST TIME TOCALL A DEFEN-SIVE PLAY WITH

    A HIGH SCORE INTHIS CATEGORY

    Youre sure theopponent will call arun play (especially

    on third and short orgoal line situations)

    You have a decentsecondary

    You already have thelead and are tryingto build/keepmomentum

    If you want to beaggressive on thirdand long (assumingyou have an out-standing secondary)

    You have a decentsecondary who canstay with receivers

    on long routes

    Youre not afraid ofgiving up the occa-sional big pass play(that is, you have abig lead in thegame)

    You expect a shortpass play

    On third and shortsituationsespe-cially if you have asubpar secondaryand expect a pass

    You expect a longpass play

    On third and longsituationsespe-cially if you have asubpar secondaryand expect a pass

    If its late in a gameand youre trying tprotect a lead

    If youre unsurewhat defense to caland want to play itsafe

    NOTE

    Speaking of defensive jargon, we dont want to leave you totally clueless. Here are a few guidelines about defensive play names.

    Some keywords that signal a blitz of some sort: Blitz, Fire, Storm, Wham,Robber, Monster, Thunder, Crash, Cross,Smoke

    Some keywords that signal a very con- servative defensive call: Max Zone,Cover 3, Cover 4

    There are five different defensive playbookto choose from: The 3-3-5, the 3-4, the 4-2-5, the 4-3, and the Multiple D. All five shara number of common formation sets, whichare described in detail later.

    DEFENSIVE FORMATIONS

    NOTE (CONTINUED)

    Some keywords that signal that at least one receiver is being double teamed: Double X, Double Y, Double Z, Double Outs, Double Slots

    Some keywords that refer to a specific player: MLB (middle linebacker), OLB (outside linebacker), DE (defensive end),CB (cornerback), SS (strong safety)

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    The numbers represent three defensivelinemen, three linebackers, and five sec-ondary players. The linebackers have theflexibility to line up in various configurationsbehind the linemen, while two of the sec-ondary players can line up close to the lineof scrimmageessentially representing aneight-man front. The five secondary playersprovide healthy zone coverage when need-ed. The 3-3-5 is a rather flexible formation,but it relies on talented linebackers: If youarent strong at that position, you may bevulnerable to inside run plays. Note that thisplaybook also has access to a limited set ofplays from the 3-4 Under category to mixup the look of your defense. New for 2007in this playbook are the Bear, Cougar, andSplit formations.

    NOTE

    Heres how to read the arrows and other symbols in the defensive playbook. The

    color scheme described below only applies when examining generic play- books. During a game in which impact players are in the defensive line-up,their assignments are always highlight- ed in white in play diagrams.

    Yellow Circles/Ovals: The circles indicate defensive players playing zone defense; the ovals (which may vary in size) show the areas of the field being covered

    Red Circle: Indicates a player playing man-to-man defense

    Gray Arrow: Indicates a rushing or blitzing defender

    Blue Circle: Indicates a defender acting as a spy

    3-3-5 FORMATION SETS3-3-5 BEAR 3-3-5 COUGAR

    3-3-5 SPLIT 3-3-5 STACK

    3-4 UNDER

    3-3-5

    3-3-5 BEARPLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    2 Zone ManX

    3 1 5 2

    3 Deep Roll 4 0 4 3All Out Blitz 8 0 0 3Cover 2 Man 4 5 0 2Fire 2 6 0 3 2Fire Green 6 5 0 0Middle Blitz3

    6 2 0 3

    Middle Plug1

    6 4 0 1

    OLB DoubleSpy

    3 5 2 (Spies) 1

    SS DoubleSpy

    3 5 2 (Spies) 1

    Storm Red 6 0 2 3Zone Blitz 5 0 3 3

    3-3-5COUGARPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    All Out Blitz 8 0 0 3BroncoWham

    6 5 0 0

    CB Blitz 5 0 3 3Cover 1 4 5 1 (Spy) 1Cover 2 4 0 5 2

    Cover 2 Man 4 5 0 2Cover 3Zone

    4 0 4 3

    Cover 4 3 0 4 4Crash 2 5 0 3 3Cross Fire 3 5 0 3 3DE DoubleSpy

    2 5 3 (Spies) 1

    Dog Gold 5 5 0 1Double Outs 3 7 0 1Double Slots 3 7 0 1FS Wham 6 5 0 0Middle Blitz 6 5 0 0MonsterGreen

    6 5 0 0

    OLB Fire 5 5 0 1Spy 2 Blitz 5 0 2+1 (Spy) 3SS Dogs 5 5 0 1SS ZoneBlitz

    5 0 3 3

    3-3-5 SPLITPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    3 DeepSwitch

    4 0 4 3

    All Out Blitz 8 0 0 3Banjo Strike 5 2 3 1Cover 1 5 5 0 1Cover 2 4 0 4 3Cover 3 4 0 4 3Cover 4 4 0 3 4Dogs ZoneBlitz

    5 0 3 3

    Double DESpy

    2 5 3 (Spies) 1

    Double LBSpy

    4 5 2 (Spies) 0

    InsideSwitch

    6 3 0 2

    Mad Robber 8 0 0 3Max Zone 2 0 7 2Middle Slant3

    5 0 3 3

    Monster 2 5 0 4 2Monster 3Buck

    5 0 3 3

    MonsterGreen

    6 5 0 0

    OLB DoubleSpy

    3 5 2 (Spies) 1

    Ray Smoke 6 0 2 3ThunderGreen

    6 5 0 0

    ThunderGreen Spy

    4 4 2 (Spies) 1

    3-3-5 STACK PLAYS (33)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    3 DeepSwitch

    3 0 5 3

    All Out Blitz 8 0 0 3CB Blitz 5 0 3 3CB Heat 5 0 4 2Cover 1 4 5 1 (Spy) 1

    Cover 2 3 0 5 3Cover 2 Man 4 5 0 2Cover 2 MLBSpy

    3 0 3+1(Spy)

    4

    Cover 3Zone

    3 0 5 3

    Crash 3 5 0 2 4Cross Fire 3 5 0 3 3DE DoubleSpy

    2 5 3 (Spies) 1

    Dog Gold 5 5 0 1Continued

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    PRIMA OFFICIAL GAME GUIDE

    PLAYBOOK ANALYSISDEFENSIVE PLAYBOOK

    Continued

    *Note: The 3-4 Under in the 3-3-5 playbook has fewerplays available compared with the 3-4 Under in the 3-4playbook.

    The numbers represent three linemen andfour linebackers; teams with exceptional tal-ent/size on the defensive line can handle thisdefensive scheme. With only three linemen,this formation is susceptible to the insiderunespecially against formations that fea-ture two tight ends. On the plus side, thefour linebackers are better equipped to han-dle short pass routes and runs to the side-lines such as sweeps. In addition, this play-book provides access to the 4-4 defensiveplay list, which provides a more aggressivelook against the run.

    3-3-5COUGARPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-

    AGE

    SHORT/MEDIUMZONE

    PROTEC-TORS

    DEEPZONEPROTEC-

    TORS

    Cover 1 4 5 1 1Cover 2 3 0 6 2Cover 2 Man 3 5 1 2Cover 3 4 0 4 3Cover 4 3 0 4 4Crash 2 5 0 4 2Crash Gold 5 5 0 1Dog Gold 5 5 0 1Double Outs 4 7 0 0Inside ZoneBlitz

    5 0 3 3

    MiddleCross 3

    5 0 3 3

    ThunderGreen

    7 4 0 0

    3-4 UNDERPLAYS (12)*

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Double Outs 3 7 0 1Double Slots 3 7 0 1Double X 3 6 1 1Double Z 3 6 1 1Fire Green 6 5 0 0Middle Blitz 6 5 0 0MLB ZoneBlitz

    5 0 2 4

    Monster 2 5 0 4 2MonsterGreen

    6 5 0 0

    OLB DoubleSpy

    3 5 2 (Spies) 1

    OLB Fire 5 5 0 1Pinch Blitz 5 5 0 1Prevent 4 3 0 4 4Quarters 3 0 2+1 (Spy) 5Spy 2 Blitz 5 0 2+1 (Spy) 3SS Dogs 5 5 0 1SS DoubleSpy

    3 5 2 (Spies) 1

    SS ZoneBlitz

    5 0 2 4

    Storm Red 6 0 1 4Zone Blitz 5 0 3 3

    3-4

    3-4 FORMATION SETS3-4 NORMAL 3-4 OVER

    3-4 SOLID 3-4 UNDER

    4-4

    3-4 NORMALPLAYS (27)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 1 1Cover 2 3 0 6 2Cover 2 Man 3 5 1 2Cover 2 Max 3 0 6 2Cover 3 4 0 4 3Cover 3 Max 3 0 5 3Cover 4 3 0 4 4Crash 2 5 0 4 2Crash Gold 5 5 0 1Dbl SafetySpy

    3 5 1 (Spy) 1+1(Spy)

    Dog Gold 5 5 0 1Double DE

    Spy

    2 5 3 (Spies) 1

    Double MLBSpy

    3 5 2 (Spies) 1

    Double OLBSpy

    3 0 4+2(Spies)

    2

    Double Outs 4 7 0 0Fire 2 6 0 3 2Fire Green 6 5 0 0Gold Double X 5 6 0 0Gold Double Y 5 6 0 0Gold Double Z 4 6 1 0

    3-4 NORMALPLAYS(CONTINUED)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTETORS

    Hulk 3 5 0 3 3MonsterGreen

    6 5 0 0

    Spy 2 Man 3 5 1 (Spy) 2Spy 3 4 0 3+1 (Spy) 3Spy Gold 4 5 1 (Spy) 1Thunder 2 6 0 3 2ThunderGreen

    6 5 0 0

    3-4 OVERPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-

    TORS

    DEEPZONEPROTETORS

    Cover 1 4 5 1 1Cover 2 3 0 6 2Cover 2 Man 3 5 1 2Cover 3 4 0 4 3Cover 3Switch

    4 0 4 3

    Crash Gold 5 5 0 1Cross Fire 6 4 0 1Cross Fire 2 6 0 3 2Cross Fire 3 5 0 3 3Double DESpy

    2 5 3 (Spies) 1

    Double MLBSpy

    3 5 2 (Spies) 1

    Double OLBSpy

    3 0 4+2(Spies)

    2

    Fire 2 6 0 3 2Fire Green 6 5 0 0Gold DoubleY

    5 6 0 0

    Gold DoubleZ

    4 6 1 0

    Hulk 3Switch

    5 0 3 3

    MonsterGreen

    6 5 0 0

    Spy 3 4 0 3+1 (Spy) 3Thunder 2 6 0 3 2Thunder

    Green

    6 5 0 0

    3-4 SOLIDPLAYS (18)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTETORS

    Cover 2 3 0 6 2Cover 2 Man 3 5 1 2Cover 3Cloud

    4 0 4 3

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    The numbers represent four linemen, twolinebackers, and five secondary players.This is essentially a compromise betweenthe 4-3 and the 3-3-5you get the cover-age flexibility from the five in the second-ary while adding strength against therun/pass rush with four down linemen. Aswith the 3-3-5, its essential that lineback-ers play with talent and discipline to avoidgetting caught out of position. This play-book also has access to the 4-4 defensiveplay list, which provides a more aggressivelook against the run. The Bear, Over, andUnder formations are new to 2007.

    3-4 SOLIDPLAYS(CONTINUED)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 4 3 0 4 4Crash Gold 5 5 0 1Double MLBSpy

    3 5 2 (Spies) 1

    Double OLBSpy

    3 0 4+2(Spies)

    2

    Double Outs 4 7 0 0FS Zone Blitz 5 0 3 3Gap Press 6 5 0 0Gap Press 2 6 0 3 2MLB Cross 3 5 0 3 3MLB CrossBlitz

    7 4 0 0

    MonsterGreen

    6 5 0 0

    Spy 3 4 0 3+1 (Spy) 3Spy Gold 4 5 1 (Spy) 1Thunder 2 6 0 3 2ThunderGreen

    6 5 0 0

    3-4 UNDERPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 1 1Cover 2 3 0 6 2Cover 2 Man 3 5 1 2

    Cover 3 4 0 4 3Cover 3 Cloud 4 0 4 3Cover 3Switch

    4 0 4 3

    Cover 4 3 0 4 4Crash 2 5 0 4 2Crash 3 5 0 3 3Crash Gold 5 5 0 1Dog Gold 5 5 0 1Double DESpy

    2 5 3 (Spies) 1

    Double MLBSpy

    3 5 2 (Spies) 1

    Double OLBSpy

    3 0 4+2(Spies)

    2

    Double Outs 4 7 0 0Fire 2 6 0 3 2Fire Green 6 5 0 0Inside ZoneBlitz

    5 0 3 3

    MiddleCross

    7 4 0 0

    MiddleCross 3

    5 0 3 3

    ThunderGreen

    7 4 0 0

    4-4 PLAYS(21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    All Out Blitz 8 0 0 3CB Heat 6 0 4 1Cover 1 5 5 0 1Cover 2 4 0 4 3Cover 2 Man 4 0 5 2Cover 3 4 0 4 3Cover 4 4 0 3 4Crash Gold 5 5 0 1Dog 3 5 0 3 3Dogs ZoneBlitz

    5 0 3 3

    Double DESpy

    2 0 3+3(Spies)

    3

    Double OLBSpy

    3 0 3+2(Spies)

    3

    Fire Green 6 5 0 0LightningGold

    5 5 0 1

    Mad Robber 8 0 0 3MonsterGreen

    6 5 0 0

    Pinch Blitz 6 5 0 0Safety Spy 4 5 1 (Spy) 1Spy Gold 4 5 1 (Spy) 1Spy Green 5 5 1 (Spy) 0ThunderGreen

    6 5 0 0

    4-2-5

    4-2-5 FORMATION SETS4-2-5 BEAR 4-2-5 NORMAL

    4-2-5 OVER 4-2-5 UNDER

    4-4

    4-2-5 BEARPLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    All Out Blitz 8 0 0 3CB Fire 1 5 5 0 1

    Cover 1 5 5 0 1Cover 2 Man 4 5 0 2Cover 3 4 0 4 3Fire Green 6 5 0 0FS Spy 5 5 0 1 (Spy)Max Zone 2 0 5 4Middle Blitz 6 5 0 0SS DoubleSpy

    4 5 2 (Spy) 0

    SS Fire 6 5 0 0Zone Dog 3 4 0 4 3

    4-2-5 NOR-MAL PLAYS

    (33)

    RUSHINGOR

    BLITZING

    IN MANPASS

    COVER-AGE

    SHORT/MEDIUM

    ZONEPROTEC-TORS

    DEEPZONE

    PROTEC-TORS

    All Out Blitz 8 0 0 3CB Blitz 6 0 2 3CB Heat 5 0 4 2Cover 1 4 5 1 1Cover 2 4 4 0 3Cover 2 Man 4 5 0 2Cover 2 MLBSpy

    4 0 2 + 2(Spies)

    3

    Cover 3 4 0 4 3Crash Gold 6 5 0 0Dogs ZoneBlitz

    5 0 3 3

    Double DESpy

    2 5 3 (Spies) 1

    Double Outs 4 7 0 0Double Slots 4 7 0 0Double X 4 6 0 1Double Z 4 6 0 1FS Blitz 6 5 0 0FS Spy 4 5 0 1+1 (Spy)LB DoubleSpy

    4 5 2 (Spies) 0

    Max Zone 2 0 6 3Continued

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    PRIMA OFFICIAL GAME GUIDE

    PLAYBOOK ANALYSISDEFENSIVE PLAYBOOK

    Continued

    4-4 Plays: Refer to the 4-4 plays in the 3-4playbook (the list is the same).

    The 4-3 (representing four linemen and threelinebackers) has historically been the stan-dard defense for the majority of teams incollege football. It arguably provides the bestbalance between defending the inside run(with success relying on the talent of thedefensive linemen), the outside run, and thepass (with success of the latter two relyingon the speed of the linebackers). However,more teams have been using the spreadoffensewhich uses extra receivers to forcelinebackers to line up outside the boxandthe 4-3 can be vulnerable to such schemes.

    The 4-3 playbook has been updated for2007 with the addition of the 46-Bear, whicis derived from pro football and allowsdefenses to pressure the passer by making

    the corners more aggressive through bump-and-run and blitzing tactics. However,because of the aggressiveness of the 46-Bear, it relies on superior talent across theentire defense. It is also vulnerable to shortpassing routes.

    4-2-5 NOR-MAL PLAYS(CONTINUED)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Middle Blitz 6 5 0 0MLB Spy 4 5 1 (Spy) 1Monster 2 5 0 4 2OLB Fire 5 5 0 1Pinch Blitz 6 5 0 0Prevent 4 4 0 2 5Quarters 3 0 3 5Spy 2Robber

    4 0 4+1 (Spy) 2

    Spy 3 Blitz 5 0 2+1 (Spy) 3SS Blitz 6 0 2 3SS Dogs 6 5 0 0SS DoubleSpy

    4 5 2 (Spies) 0

    Storm Red 7 0 3 1Zone Blitz 5 0 3 3

    4-2-5 OVERPLAYS (27)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    3 Deep Roll 4 0 3 4All Out Blitz 8 0 0 3CB Blitz 6 0 2 3CB Heat 5 0 4 2Cover 1 4 5 1 1Cover 2 4 0 4 3

    Cover 2 Man 4 5 0 2Cover 3 4 0 4 3Cover 4 4 0 3 4Crash 2 5 0 4 2Crash 3 5 0 3 3Crash Gold 6 5 0 0Dogs ZoneBlitz

    5 0 3 3

    Double Outs 4 7 0 0Double X 4 6 0 1Fire Green 6 5 0 0FS Spy 4 5 0 1+1 (Spy)LB DoubleSpy

    4 5 2 (Spies) 0

    Max Zone 2 0 6 3

    Monster 2 5 0 3 3MonsterGreen

    6 0 2 3

    Prevent 4 4 0 2 5Spy 2Robber

    4 0 4+1(Spy)

    2

    SS Blitz 6 0 2 3SS Dogs 6 5 0 0SS DoubleSpy

    4 5 2 (Spies) 0

    Zone Blitz 5 0 3 3

    4-2-5UNDERPLAYS (27)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    3 Deep Roll 4 0 4 3All Out Blitz 8 0 0 3CB Blitz 6 0 2 3CB Heat 5 0 4 2Cover 1 4 5 1 1Cover 2 4 0 4 3Cover 2 Man 4 5 0 2Cover 3 4 0 4 3Cover 4 4 0 2 5Crash 2 5 0 4 2Crash Gold 6 5 0 0Dogs ZoneBlitz

    5 0 3 3

    Double DE

    Spy

    2 5 3 (Spies) 1

    Double Outs 4 7 0 0Double X 4 6 0 1FS Spy 4 5 0 1+1 (Spy)LB DoubleSpy

    4 5 2 (Spies) 0

    Max Zone 2 0 6 3Middle Blitz 6 5 0 0MLB Spy 4 5 1 (Spy) 1Pinch Blitz 6 5 0 0Prevent 4 4 0 2 5Spy 2Robber

    4 0 4+1(Spy)

    2

    SS Dogs 6 5 0 0SS Double

    Spy

    4 5 2 (Spies) 0

    Storm Red 7 0 3 1Zone Blitz 5 0 3 3

    4-3

    4-3 FORMATION SETS4-3 OVER 4-3 STACK

    4-3 UNDER 4-4

    46-BEAR

    4-3 OVERPLAYS (24)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTETORS

    Cover 1 4 5 1 1Cover 2 4 0 5 2Cover 2 Man 4 5 0 2

    Cover 3 4 0 4 3Cover 4 4 0 3 4Crash 2 5 0 4 2Crash Gold 5 5 0 1Dbl SafetySpy

    4 5 0 2 (Spie

    Dog 2 5 0 4 2Dog 3 5 0 3 3Double DESpy

    2 5 1+2(Spies)

    1

    Fire 2 6 0 3 2Gold Double X 5 6 0 0Hulk 3 5 0 3 3Lightning 2 5 0 4 2Lightning

    Gold

    5 5 0 1

    MonsterGreen

    6 5 0 0

    Raider 2 5 0 4 2Sack Red 6 5 0 0Spy 2 4 0 4+1 (Spy) 2Spy 3 4 0 3+1 (Spy) 3Storm Red 6 5 0 0Tampa 2 4 0 5 2ThunderGreen

    6 5 0 0

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    4-4 Plays: Refer to the 4-4 plays in the 3-4playbook (the list is the same).

    Because this defense is a composite of the3-4 and 4-3 defenses, you can look back atthe previous charts to see whats available inthis playbook. The Multiple D gives you thegreatest opportunity to throw different defen-sive looks at an opponent.

    3-4 Solid Plays: Refer to the 3-4 Solid playsin the 3-4 playbook (the list is the same).

    3-4 Under Plays: Refer to the 3-4 Under

    plays in the 3-4 playbook (the list is thesame).

    4-3 Over Plays: Refer to the 4-3 Over playsin the 4-3 playbook (the list is the same).

    4-3 Stack Plays: Refer to the 4-3 Stack plays in the 4-3 playbook (the list is thesame).

    46-Bear Plays: Refer to the 46-Bear plays inthe 4-3 playbook (the list is the same).

    All of the defensive playbooks have a com-mon set of additional formation sets avail-able to choose fromincluding new setsand plays for 2007. All the plays are avail-able in all playbooks except where noted inthe nickel and dime charts below (a fewplays are accessible only by certain play-books).

    5-2 Normal: The 5-2 defense (five linemanand two linebackers) is designed to putstress on the offensive line and get greaterpenetration into the backfield against therun. In pass blitz situations, the 5-2 putsextreme pressure on the secondary to pro-vide solid coveragebut with so much blitz-ing power aimed at the quarterback, he maynot have time to make a good read on thecoverage.

    Dime (3-2-6 and Normal): If five defensivebacks are worth a nickel, then six must beworth twice as muchthats the philosophy

    behind the Dime formation. Six defensivebacks provide even more support against thepassespecially on long-yardage situations.The drawback of the Dime (relative to theNickel) is that its more susceptible to the run;the assumption you make when calling aDime defense is that youd rather give upsome run yards than give up a big pass for afirst down. There are two Dime variants to

    4-3 STACK PLAYS (24)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 1 1Cover 2 4 0 5 2Cover 2 Man 4 5 0 2Cover 3 4 0 4 3Cover 4 4 0 3 4Crash 2 5 0 4 2Crash Gold 5 5 0 1Dog 3 5 0 3 3Fire 2 6 0 3 2Gold DoubleX

    5 6 0 0

    Gold DoubleY

    5 6 0 0

    Gold DoubleZ

    5 6 0 0

    Hulk 3 5 0 3 3Lightning 2 5 0 4 2Monster 3 5 0 3 3MonsterGreen

    6 5 0 0

    OLB DoubleSpy

    4 0 3+2(Spies)

    2

    Raider 2 5 0 4 2Sack Red 6 5 0 0Spy 2 4 0 4+1 (Spy) 2Tampa 2 4 0 5 2Thunder 2 6 0 3 2ThunderGreen

    6 5 0 0

    Zone Blitz 5 0 2 4

    4-3 UNDERPLAYS (21)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 1 1Cover 2 4 0 5 2Cover 2 Man 4 5 0 2Cover 3 4 0 3 4Cover 4 4 0 3 4Crash 2 5 0 4 2Crash Gold 5 5 0 1

    Dbl SafetySpy

    4 5 0 2 (Spies)

    Dog 3 5 0 3 3Double DESpy

    2 5 3 (Spies) 1

    Gold Double X 5 6 0 0Hulk 3 5 0 3 3Lightning 2 5 0 4 2LightningGold

    5 5 0 1

    Monster Green 6 5 0 0

    4-3 UNDERPLAYS(CONTINUED)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    OLB DoubleSpy

    4 0 3+2(Spies)

    2

    Raider 2 5 0 4 2Storm Red 6 5 0 0Tampa 2 4 0 5 2Thunder 2 6 0 3 2ThunderGreen

    6 5 0 0

    46-BEARPLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    CB Fire 1 5 5 0 1Cover 1 4 5 1 1Cover 2 Man 4 5 0 2Cover 3 4 0 4 3Cover 4 4 0 3 4Crash Gold 5 5 0 1Fire Green 6 5 0 0FireOverload

    6 0 2 3

    FS Spy 5 5 0 1 (Spy)SS Fire 5 5 0 1

    ThunderGreen

    6 5 0 0

    Zone Dogs 3 5 0 3 3

    MULTIPLE D

    MULTIPLE DFORMATION SETS3-4 SOLID 3-4 UNDER

    4-3 OVER 4-3 STACK

    46-BEAR

    UNIVERSAL DEFENSIVE FORMATIONS

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    PRIMA OFFICIAL GAME GUIDE

    PLAYBOOK ANALYSISDEFENSIVE PLAYBOOK

    choose from: The Normal features four line-men and one linebacker, while the 3-2-6 fea-tures three linemen and two linebackers. Thelatter variation provides you with more speed

    at linebacker against any potential run.

    Goal Line Normal: The Goal Line playbook features an aggressive set of defensive playcalls (mostly all featuring six-man fronts)designed to neutralize the offense within fiveor so yards of the end zone. You may betempted to call a goal line defense in othershort-yardage situations elsewhere on thefield, but bewarea knowledgeable opponentcan recognize it, audible to a pass, and goover the top because there is absolutely nodeep zone support.

    Nickel Normal: The name refers to the fivedefensive backs found in this formation. Theyprovide additional protection against the pass;the nickel and its variants are often seen insecond or third and long pass situations. Theremaining six defenders (two linebackers andfour linemen) are free to blitz or support thesecondary depending on how aggressive thedefense wants to get. However, it is not agood defense against the run.

    Quarter 3 Deep: The Quarter 3 Deep is newfor 2007, and it represents the cost of infla-tion in football defense: If six defensive backsare worth a dime, then seven must beworth a quarter. As you can guess, this for-mation features seven defensive backs, threeof which play deep to prevent long passes.Rounding out the package are three linemenand a linebacker. As you can see from the listof plays below, the Quarter 3 Deep formationset comprises the most conservative passdefenses available in the gamedefenses inwhich you essentially give up short yardage to

    prevent a big-play touchdown pass. However,if you look closely, youll see a few blitzschemes mixed inbut use them at yourown risk if you have a porous secondary.

    Special Teams: Youll use special teams ondefense to return a punt or block a field goal.Note the variety of options for both situa-tionsfor instance, on punt return you can

    call for a reverse (or fake reverse) as well asdictate how many players you want to committo try to block a kick. Now that there are morefake punt/field goal options for the offense,

    consider calling conservatively from this play-book set on fourth down (especially againsthuman opponents) to protect yourself from atrick play. Finally, because Special Teamsdefenses arent exactly true defensive playcalls, no chart breakdown is provided.

    NOTE

    One of the new features in 2007 is the ability to switch to a behind-the-shoul- der view on punt and field goal blocks when playing against the computer. Use

    this view if you want to be aggressive,but be wary of hitting the kicker late (which results in a major penalty) or get- ting caught out of position if its a fake.

    5-2 NORMALPLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTETORS

    Cover 1 5 5 0 1Cover 2 5 0 4 2Cover 2 Man 4 5 0 2Cover 3 5 0 3 3Cover 4 5 0 2 4Crash Gold 5 5 0 1Double DESpy

    3 5 2 (Spies) 1

    Double LBSpy

    3 0 3+2(Spies)

    3

    Fire Green 6 5 0 0Monster 3 6 0 2 3Safety Spy 5 5 0 1 (Spy)Spy Green 5 5 1 (Spy) 0

    DIME 3-2-6PLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTETORS

    Cover 2 3 0 6 2Cover 2 Man 4 5 0 2Cover 3 4 0 3 4Cover 4 3 0 3 5Dog Gold 5 5 0 1Double LBSpy

    3 5 2 (Spies) 1

    Double Outs 4 7 0 0

    Fire 2 6 0 3 2Fire Green 6 5 0 0FS Fire Zone 5 0 3 3Plug Robber1

    5 0 4 2

    Zone Blitz 5 0 3 3

    UNIVERSALFORMATION SETS5-2 NORMAL DIME 3-2-6

    DIME NORMAL GOAL LINE NORMAL

    NICKEL NORMAL QUARTER 3 DEEP

    SPECIAL TEAMS

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    * There are actually 29 total plays, but only 24 areavailable depending on the playbook chosen

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

    * There are actually 31 total plays, but only 27are available depending on the playbook

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

    playbooks

    DIME NOR-MAL PLAYS(24*)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 1 1Cover 2 4 0 5 2Cover 2 Man 4 5 0 2Cover 3 4 0 3 4Cover 3Cloud**

    4 0 4 3

    Cover 3Switch**

    4 0 3 4

    Cover 4 4 0 3 4Crash Gold 5 5 0 1Dbl SafetyGo

    6 0 3 2

    Dbl SafetySpy***

    4 5 0 2 (Spies)

    Dog 2 5 0 4 2Dog 3** 5 0 2 4Dog Gold 5 5 0 1Dogs ZoneBlitz

    5 0 4 2

    Double DBSpy***

    4 5 2 (Spies) 0

    Double DESpy**

    2 5 3 (Spies) 1

    Double Outs 4 7 0 0Double Slots 4 7 0 0Fire 2** 6 0 3 2Fire Green 6 5 0 0Gold DoubleX

    5 6 0 0

    Gold DoubleZ***

    5 6 0 0

    Hulk 2 6 0 3 2Max Zone 2 0 7 2Monster 3 5 0 2 4Prevent*** 4 0 3 4Spy Gold*** 4 5 1 (Spy) 1SS ZoneBlitz

    5 0 3 3

    Tampa 2 4 0 5 2

    NICKELNORMALPLAYS (27*)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    All OutBlitz**

    8 0 0 3

    Cover 1 4 5 1 1Cover 2 4 0 5 2Cover 2 Man 4 5 0 2Cover 3 4 0 3 4Cover 4 4 0 3 4Crash 2 5 0 4 2Crash 3 5 0 3 3Crash Gold 6 5 0 0Dbl SafetySpy***

    4 5 0 2 (Spies)

    Dog Gold 5 5 0 1Dogs ZoneBlitz**

    5 0 3 3

    Double DESpy

    2 5 3 (Spies) 1

    Double LBSpy

    4 5 2 (Spies) 0

    Double Outs 4 7 0 0DoubleSlots***

    4 7 0 0

    Double X*** 4 6 0 1Double Z 4 6 0 1Fire Green 6 5 0 0Hulk 3*** 4 0 4 3Max Zone 2 0 7 2MiddleBlitz**

    6 5 0 0

    Monster 2 6 0 3 2Monster 3** 6 0 2 3MonsterGreen

    6 5 0 0

    Pinch Blitz 6 5 0 0Prevent 4 4 0 3 4Spy 2Robber

    4 0 3+1(Spy)

    3

    Spy Gold*** 4 5 1 (Spy) 1Storm Red 6 5 0 0ThunderGreen

    6 5 0 0

    QUARTER 3DEEP PLAYS(12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Cover 1 4 5 0 2Cover 2 3 0 5 3Cover 2 Man 3 5 0 3Cover 3 3 0 2 6Cover 3 Man 3 5 0 3Crash 3 4 0 4 3Double Outs 3 7 0 1Double Z 3 6 0 2Fire 3 5 0 0 6Middle Blitz 6 5 0 0Middle BlitzStrike

    6 0 2 3

    Prevent 3 0 3 5

    GOAL LINENORMALPLAYS (12)

    RUSHINGORBLITZING

    IN MANPASSCOVER-AGE

    SHORT/MEDIUMZONEPROTEC-TORS

    DEEPZONEPROTEC-TORS

    Take 8 0 3 0Slide 8 0 3 0Slant Blitz 7 4 0 0OLB Fire 8 0 3 0Man Lock 6 5 0 0Man Free 5 5 1 0GL Zone Spy 5 0 5+1 (Spy) 0Fire Gaps 9 2 0 0Dogs Blitz 9 2 0 0CB Blitz 7 0 4 0Blitz All 11 0 0 05-Under 6 0 5 0