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Main - Community Help Forum

Gameplanning

By tripc
4/26/2016 10:11 am
Is there anyone out there that would/could give me some pointers on how to game plan, I have been using the recommend game plans but I want to learn more how to game plan.

Re: Gameplanning

By Mawxy
4/26/2016 11:58 am
I'm not the greatest at it but I just kinda think about what I'd do for a situation. If it's 3rd and long I'm going to want to do a medium or long pass from a shotgun set. Or on first and medium I'm wanting to run or try an easy pass. If my team is built around running I'm going to heavily favor it in the gameplanning and same with passing.

Re: Gameplanning

By tripc
4/26/2016 12:18 pm
Thanks Mawxy! That does make sense.

Which is best to use, the Graphical or the Text?

Re: Gameplanning

By jsid
4/26/2016 12:41 pm
tripc wrote:
Thanks Mawxy! That does make sense.

Which is best to use, the Graphical or the Text?


When I do a big overhaul of tactics I use text. I use graphical to make tweaks.

Re: Gameplanning

By tripc
4/26/2016 12:46 pm
Thanks jsid!!!

Re: Gameplanning

By Rumplebeanskin
4/26/2016 2:11 pm
I think it is also a good idea to consider your own roster (#1), and also your own preferences for that roster (#2).

#1, Do you have a stud RB? Or #2, do you like a running offence and plan to acquire a workhorse RB in the near future?

Likewise, do you like a pass heavy offence? Do you have the players to make one work? Can you get the players to make it work?

Do you have linemen who excel in running situations or passing situations?

Whilst your future roster might not impact your current game plan (for instance, why have a run heavy offence before getting a good RB), it's still something to consider. Maybe you can start players learning a few run plays, then include more over time, or see how players you plan to keep long term operate in such a system.

On defence, I'd say the types of plays to use and the gameplan is also dependent on what you have at your disposal. Zone or man corners? Pass rush specialists or run stuffers in the front 7? You might try to shape your roster in one direction or another over time based on your preference and how you find the game engine handles games compared to "real" football, but ultimately work with what you have i'd say.

If you'd like more pointers, or to talk about rules when game planning, drop me a PM :)

Re: Gameplanning

By jgcruz
4/27/2016 12:04 am
Master the art of creating rules on both offense and defense. It will allow you to maximize your player's skills.

Also, use overrides for situational substitutions. You'll likely have your best players on the field when you need them most and match their skills.

Try to use your entire roster (other than QB) at some point during the game. Every player should be capable of at least paying part time. Even rookies and others that you're developing. If not, dump that player.

Re: Gameplanning

By Rumplebeanskin
4/27/2016 4:11 am
jgcruz wrote:
Master the art of creating rules on both offense and defense. It will allow you to maximize your player's skills.

Also, use overrides for situational substitutions. You'll likely have your best players on the field when you need them most and match their skills.

Try to use your entire roster (other than QB) at some point during the game. Every player should be capable of at least paying part time. Even rookies and others that you're developing. If not, dump that player.


Rules are certainly the way forward ultimately, but require a greater knowledge and depth to what you're doing.

Re: Gameplanning

By jgcruz
4/27/2016 8:59 am
Rumplebeanskin wrote:
Rules are certainly the way forward ultimately, but require a greater knowledge and depth to what you're doing.


True. That's why I recommend you play in only one or, if you must, very few leagues.

Without a good game plan there is simply no way that one can routinely excel unless your team consists mostly of players in the upper echelons of skills. For example, a team made of players rated in the 90's where other team are made lesser rated players will rarely lose no matter its game plan. Whereas a team of lesser rated players can regularly compete against and beat teams of higher rated players if it has the right game plan. That's what makes this game so good potentially.

However, knowing your plays, applying the skills of your personnel, studying your opponent and designing a game plan requires an hour or two per game (for me anyway). There is simply no way I have the time to do that for more than one team.

The real investment of time is when you first set up your rules and thereafter when you evaluate players (e.g., the draft, free agency and trades) whose skills compliment your overall game plan. After that, you simply you tweak your rules and depth chart based on scouting reports. As I've said before, I NEVER let the AI call a defensive play. It is all done through the rules I have established. And I pretty much control my offense the same way.

I decided to rely on my rules when, for example, the AI might call a goal line personnel defense against a goal line personnel offense on 3rd and 20, even though my team was ahead by 20 points. So I set a rule to play a standard (or nickel defense) and call pass defense in those types of situations. Even if I guessed wrong and the offense call a running play, the odds are extremely low that it would result in a first down. But if the offense in this situation called a passing play (against a goal line defense), it has a greater chance of making a first down than if it is matched against a pass oriented defense.

In other words, using rules makes it harder for your opponent to trick you. It's not entirely foolproof, but gives your players an improved chance to succeed.
Last edited at 4/27/2016 9:01 am

Re: Gameplanning

By Rumplebeanskin
4/27/2016 9:16 am
I use rules exclusively on defence, but game planning on offence with a few rules sprinkled in for specific situations. Not sure why I don't use rules for both.