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  • 'In the Trenches' NCAA Football Tips & Tricks: Coverage Shells Terminology

    Chris Jacobs is an active participant in the gaming community. An admin at Utopia College Sports, he is also a member of numerous gaming websites under his screen name 'cdj.' A huge college sports fan, he spends a lot of time playing NCAA Football and NCAA Basketball, but also enjoys all types of video games. To keep up with cdj, follow him at twitter.com/cdj80

    In this week's blog, we will cover some defensive terminology for relative newcomers to the NCAA Football franchise.  With NCAA Football 11 seeing the return of Formation Subs, understanding the coverage schemes will help all players learn what type of players to recruit and place into each specific formation.  In addition, learning the strengths and weaknesses of each coverage shell will help improve your play-calling on each side of the ball.

    Today we will look at 'coverage shells' which refer to the responsibility and assignments for defensive backs.  Most exist in all base formations.  For example, you won't see any Cover 4 in 4-4 as there are only three defensive backs in that formation.  (You can audible/hot route to a Cover 4, but the fourth defensive back will be a linebacker and perhaps highly exploitable.)

    Cover 0

    This is a man-to-man alignment with each defensive back lined up against one receiver.  It is helpful when calling for blitzes as players can drop off of their assignment to go after the quarterback.  With a Cover 0, there is no safety back on the play so if a receiver beats his defender, there will be no help deep to break up the play or make a touchdown-saving tackle.

    Cover 1

    In this alignment, all defensive backs are lined up in man-to-man coverage on a receiver except for one.  Typically a safety, this player will be in zone coverage, guarding the middle of the field.  The biggest challenge with a Cover 1 is that the safety must cover a wide area of the field.  Offenses may counter a Cover 1 by having the two outside receivers go deep.  If they can get past their defenders who are in man coverage, the safety must decide which receiver to help cover.  This will leave one-on-one coverage on the other side of the field.

    Cover 2

    In a Cover 2 scheme, the free safety and strong safety play in deep pass coverage, each covering one half of the field.  A 'Cover 2 Man' defense means the other defensive backs and linebackers will be matched up one on one defensively.  'Cover 2 Zone' has the other defensive backs and linebackers dropping back into zone coverage.

    One variation and a very common defensive scheme is the 'Tampa 2.'  In this scheme, another player (usually a linebacker) will drop into a zone in the middle of the field.

    In a Cover 2, the cornerbacks are able to defend against the run, short passes, and deep passes knowing that they have help over the top from the two safeties.  Offenses will attack a Cover 2 between the safeties.  If the safeties move towards the sidelines to help cover fast wideouts, a tight end on a post route forces one of the safeties into making a quick decision.  Should he cover the middle of the field or help cover the wide receiver on the outside?

    Cover 3

    The Cover 3 has three players in zone coverage deep, the free safety and two cornerbacks.  The strong safety can then play more like a linebacker by moving closer to the line of scrimmage and go into pass coverage or blitz the quarterback.

    A Cover 3 is susceptible to short outside passes as the cornerbacks are dropping into zone coverage. 

    Cover 4

    A Cover 4 utilizes four defensive backs in pass coverage, each guarding one-fourth of the deep zone.  This coverage is very effective versus deep passes and is utilized as a prevent defense at the end of a half or game.

    When utilizing the Cover 4, your defense is very susceptible to the run and short pass, but has the goal of minimizing big plays and hoping the clock runs out before surrendering a score.

    Conclusion

    Hopefully learning about coverage shell terminology will help you to learn more about what type of defensive backs to recruit in order to fit your preferred system (and use in Formation Subs in NCAA Football 11), the advantages of each defense, and also its weakness - so you know how to attack this defense when playing your next foe.

    Is there any football terminology that you are unsure of the meaning or would like to see it explained in NCAA Football?  If so, please leave a note in the comments!  Thanks for reading.

    Interested in becoming an EA SPORTS Game Changer? Check out http://bit.ly/bdfJEB for more information! 

  • 'In the Trenches' NCAA Football Tips & Tricks: Passing Routes & Timing

    Chris Jacobs is an active participant in the gaming community. An admin at ncaaStrategies.com, he is also a member of numerous gaming websites under his screen name 'cdj.' A huge college sports fan, he spends a lot of time playing NCAA Football and NCAA Basketball, but also enjoys all types of video games. To keep up with cdj, follow him at twitter.com/cdj80

    In what I like to call the 'offseason' - the period of time where we get info on the next version of NCAA Football but are still playing the previous version - it is a good time to work on some specific aspects of the game that can be carried over to the next iteration.  One such area is passing routes & timing. In this blog, we will look at some of the keys to the passing game and for newcomers to the franchise; learn the terminology for passing routes.

    Just like a quarterback in the offseason, working with receivers and perfecting the proper time to pass the pass on each route is pivotal in establishing an aerial attack.  Hitting a receiver in stride can be the difference between a completion and an interception, or the difference between a short-gain and a touchdown.

    In order to work on the timing, I go into Practice Mode (Offense Only) and select different plays focusing on the routes I want to work on.

    The two main keys to keep in mind:

    - Try to hit the receiver in stride, meaning you may need to lead the ball with directional passing.  Hold/move the left stick in the direction you want the ball to go, typically slightly ahead of the receiver on most routes.  If your receiver has to stop, jump, or wait for the ball, you lose a valuable opportunity for yards after the catch.  On some routes, you may want to hold down the pass button to fire a quick pass. 

    - On some routes (such as a comeback route), you will ideally want to pass the ball before the receiver has turned around.  Once you get the timing of the route down pat, the ball will hit his hands as soon as he turns around.  If the receiver has to stand and wait for the ball, that likely means a defender is standing and waiting for the ball as well.

    Let's take a video look at some routes to learn the terminology.  For those new to NCAA Football, these may be terms you've seen on message boards and were unsure what they meant. 

    Here is an excellent resource from The Football Times that I recommend to players of all levels to read and perhaps print out as a handy reference guide. 

    This has been a crash course on the basics of the passing game.  If you have any questions or personal tips on how to improve the passing game, please leave them in the comments!

    Interested in becoming an EA SPORTS Game Changer? Check out http://bit.ly/bdfJEB for more information! 

  • 'In the Trenches' NCAA Football Tips & Tricks: Defensive Game Planning

    Chris Jacobs is an active participant in the gaming community. An admin at ncaaStrategies.com, he is also a member of numerous gaming websites under his screen name 'cdj.' A huge college sports fan, he spends a lot of time playing NCAA Football and NCAA Basketball, but also enjoys all types of video games. To keep up with cdj, follow him at twitter.com/cdj80

    The game-planning feature in NCAA Football 10 is a pretty powerful weapon with plenty of risk and reward. While it may be tempting to set all of the settings to 'Aggressive,' these items should primarily be used in specific situations and not for long periods of time.



    The following are brief explanations of what each aspect does for the Defensive Game-Planning options and when you should change them.

    Big Hits

    Aggressive - Set to Aggressive, defenders will routinely go for big hits, leading to more fumbles and wearing down the opponent. However, it will also result in more missed tackles and big plays for your foe. This is best used when trailing late and needing a turnover.

    Conservative - This will lead to fewer attempts at big hits which in turn means there will be less fumbles forced, however your defense will have less missed tackles. Use this setting if your team is missing a lot of tackles or if you are trying to hold onto a lead.

    Strip Ball

    Aggressive - This setting will have your defenders attempting to strong arm the ball on every tackle attempt, leading to more fumbles forced. It will also result in an increased number of facemask penalties. I recommend using this setting when trailing late and needing a turnover or randomly when the opponent has the ball deep in their own territory. This way, should you receive a facemask penalty; it will not put them into scoring position.

    Conservative - The Conservative setting will see few (if any) facemask calls being made against your team; however there will also be fewer attempts at stripping the ball loose. This setting is best-used when trying to cut down on penalties or when holding onto a lead.

    Zone Coverage

    Aggressive - When set to Aggressive, you will see cornerbacks and safeties come up on the ball more in all zone defenses, contesting passes. While you will be in on more plays, there is a greater chance of getting beat deep. Again, this is another setting best used when trailing late. Also use this setting when your foe is in the red zone. You are less likely to get beat deep when there is limited space, so have your defenders tighter when foes are inside your 20-yard line.

    Conservative - This setting will have your defensive backs drop back more on coverage to ensure they are not beat deep. This is best used when leading late in each half or on obvious passing situations, such as third down and long.

    Defensive Line

    Aggressive - By having your defensive line set to aggressive, the computer will attempt to Jump the Snap for you. This will help put pressure on the quarterback and increase penetration in the backfield. The drawback is that you are more likely to be called for an off-sides penalty.

    Conservative - With this setting, your defensive line will not attempt to Jump the Snap unless controlled manually. This will also cut back on off-sides penalties by the CPU-controlled players.

    Pass Defense

    Aggressive - If you want your defensive backs to be more aggressive in going after interceptions, this is the setting for you. However, the drawback is that they will also give up more catches and yards should they miss on getting to the ball in time. This setting is best used when you trail and need to get the ball back late in the game.

    Conservative - If you prefer a 'bend, but don't break' style of defense, this setting is for you. Defensive backs will find themselves in position to go for a swat rather than an interception that may move them out of position. This is also best suited if you are trying to protect a lead.

    Option Defense

    Play QB - This option works best when facing a human player whom you know prefers to use his mobile quarterback on the option - so much so that they are nearly predictable. If you run a defense where you manually control a defender on the pitch man, this setting will help the CPU defenders keep an eye on the QB.

    Play Pitch Man - The opposite of the above setting, this is best used if you know your foe relies on the pitch man in his offensive attack. If you are playing against the computer and find yourself always in position to manually stop the quarterback on the option, using this game-planning setting will help the CPU step-up to key on the running back.

    Conclusion

    As you can see, each item in the Game-Planning feature is relatively high risk or reward, so use them for specific situations and not the entire the game.

    In the comments below, post what type of defensive scheme you run and what settings you prefer to use!

    Interested in becoming an EA SPORTS Game Changer? Check out http://bit.ly/bdfJEB for more information! 

  • 'In the Trenches' NCAA Football Tips & Tricks: Offensive Game Planning

    Chris Jacobs is an active participant in the gaming community. An admin at ncaaStrategies.com, he is also a member of numerous gaming websites under his screen name 'cdj.' A huge college sports fan, he spends a lot of time playing NCAA Football and NCAA Basketball, but also enjoys all types of video games. To keep up with cdj, follow him at twitter.com/ncaaStrategies

    The game-planning feature in NCAA Football 10 is a pretty powerful weapon with plenty of risk and reward. While it may be tempting to set all of the settings to 'Aggressive,' these items should primarily be used in specific situations and not for long periods of time.



    The following are brief explanations of what each aspect does for the Offensive Game-Planning options and when you should change them. Keep in mind that Balanced is the default setting.

    Get Open

    Aggressive - After running the route, wide receivers will turn and go deep. Best used if trailing late or in need of a big play.

    Conservative - After route, WRs will come back to the QB. Best used if you are facing lots of pressure.

    Holding Blocks

    Aggressive - Offensive line will attempt to block longer (more holes, less pressure), but this may result in more holding calls being made. Best used if trailing late and needing big plays.

    Conservative - Few holding calls (if any), but defenders will be more likely to get off of blocks (or by blockers completely) giving you less time to pass the ball or to hit the hole. Best used to ensure no penalties when holding a lead and attempting to run out the clock.

    Impact Blocks

    Aggressive - Linemen attempt to knock defenders down to the ground more often, but will result in more clipping penalties.

    Conservative - There will be limited (if any) clipping penalties, but will reduce the number of impact blocks and therefore, less big plays. As with Holding Blocks, Best used to ensure no penalties when holding a lead and attempting to run out the clock.

    Catching

    Aggressive - Wide receivers/tight ends/running backs have better chance of getting past first tackle, but there is a higher chance of a drop. Best used when looking for a big play or some extra yards after the catch.

    Conservative - Players are more likely to make the catch, but are less likely to drop the catch.

    Big Run

    Aggressive - Running backs have better chance of breaking tackle(s), but have a higher chance of a fumble.

    Conservative - RBs will have less chance of fumbling, but will break less tackles. Best used when working to run out the clock when leading late.

    Conclusion

    As you can see, each item in the Game-Planning feature is relatively high risk or reward, so use them for specific situations and not the entire the game.

    If you run a ball-control offense, you may find yourself leaning towards the Conservative setting for Catching more often than not during games and maybe even the same for Big Run.

    In the comments below, post what type of offensive scheme you run and what Game-Planning settings you prefer to use!

    Interested in becoming an EA SPORTS Game Changer? Check out http://bit.ly/bdfJEB for more information! 

  • 'In the Trenches' NCAA Football Tips & Tricks: Recruiting

    Chris Jacobs is an active participant in the gaming community. An admin at ncaaStrategies.com, he is also a member of numerous gaming websites under his screen name 'cdj.' A huge college sports fan, he spends a lot of time playing NCAA Football and NCAA Basketball, but also enjoys all types of video games. To keep up with cdj, follow him at twitter.com/ncaaStrategies

    Ask any college football expert and they will tell you that recruiting is the lifeblood of every program. In NCAA Football 10, the same is true - the difference between a good team and a great team may be that five-star quarterback who you are battling your rival in an attempt to land.

    In this week's blog, I will share some information gathered from comments by NCAA Football developer podcasts & chats, fellow community members, and my own personal experiences. In the comments, please leave your own recruiting tips and strategies!

    Casting Your Net

    When you begin the targeting process, there are two schools of thought on how many players to go after. You can either: 1) Target at least one player at each position, with more in areas of need or 2) focus primarily on areas of need.

    If you target fewer players, you will need a higher success rate; however, the extra time available per target can be used on phone calls each week may help you land more recruits.

    Program Stability & Depth

    In the Recruiting Area, press RI/Y to see your Position & Class Breakdown. This will give you a numerical look at the depth and experience of your roster and help you to determine what positions you should target with your recruiting class.

    The top programs in college football strive for depth at each position and proper spacing between each class. This allows them to avoid a significant drop-off when players graduate, possibly transfer out or suffer injuries.
    There are some years where you will have heavy interest from numerous players at one position, but little interest from players at another. For example, in my own Dynasty, I was able to sign six defensive backs, but had little to no interest from the quarterbacks I was targeting. On the bright side, I do not have to worry about recruiting DBs for several seasons. However, not all are going to receive playing time and when they reach their junior & senior season, I will have to ensure great success once again recruiting that position to avoid a lack of defensive backs. Unfortunately, to get my roster down to size I had to cut two of these newly signed cornerbacks.


    Above: An example of over-recruiting at a position (CB).

    Basically, heavy recruiting of one position in a certain class leads to a waste of scholarships and reduces the number of players that can be signed in future years until they graduate, leading to weaknesses your roster and depth chart. Try and achieve balance, year in and year out.

    Phone Calls - Icons & Actions

    In NCAA Football 10, there are some new icons and actions that can occur during your phone calls to recruits each week. They will only happen when you make phone calls to your recruits, not quick calls. Here is what to keep an eye out for on the individual player screen(s):

    - Open Padlock: Each week, three players on your Recruiting Board will have two random pitches unlocked without needing to spend any time chatting with them.


    Above: An example of the Open Padlock icon in the individual player recruiting screen.

    - Pink Diamond: This icon indicates that a four or five star recruit has a hidden interest in your school. Once placed on your Recruiting Board, you will be listed between 7th and 10th on their list. They will need to be recruited normally from there on out in order to sign them.

    - x2 (Double Points): Three players on your Recruiting Board will receive double the recruiting points when targeting pitches. For example, if focusing on a Hard Sell would normally provide a +13 boost will now give +26. The x2 also applies within Competitive Recruiting.

    - Instant Commit: The rarest of these features, one player on your Recruiting Board will commit to your school provided the following conditions are met: they have your school listed #1, have been given a scholarship offer, and you talk to them that week - either with a phone call or a quick call.

    There is also an instant commit feature where a player who has your school listed as #1 will randomly commit when you offer them a scholarship. This is why you should wait to offer a scholarship until the prospect has your school at #1. We will talk more about the proper time to offer a scholarship later on.

    Competitive  Recruiting

    Another new feature when recruiting in NCAA Football 10 is the ability to competitive recruit. This will help you to decrease a prospect's interest in other schools that are pursuing him.

    When you aim to recruit against another school, look at the pitches most important to the recruit (Most, Very High, High) and pick those where the opposing school has a poor grade. For example, if your top quarterback recruit is from California and has an offer from Syracuse, the Orangemen's Proximity to Home grade is going to be very poor. If the QB has that as one of his most important factors, recruit against them in this category. Unlike recruiting, you want negative numbers to appear as that is the point total being deducted from the recruit's interest in the opposing school.


    Above: Able to use the lack of Alabama's early playing time against them, I help improve my chances of signing the recruit.

    When to Offer Scholarships

    Offering the scholarship at the right time is an underrated factor. According to developers, the best time to offer is once your school is #1 on the recruit's interest list and - if you can time it right - the same week they come in for a campus visit.

    While that may be the optimal time to offer a scholarship, you may want to offer a recruit should you find yourself low on his interest list as the recruiting period winds down. Offering a scholarship does provide a significant boost in recruiting points.

    Wrap-Up

    Recruiting is a "game within the game" in NCAA Football 10. Everyone has their own style, tips, and tricks. If you have any tips of your own - or questions on recruiting - leave them in the comments!

    Interested in becoming an EA SPORTS Game Changer? Check out http://bit.ly/bdfJEB for more information!