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- NOTES ON FOOTBALL
-
-
- CONTENTS
-
- 1. Football Week
- a. Page 2
- b. Page 3
- c. Page 4
-
- 2. Head Coach
- a. Training
- b. Depth Charts
- c. Coaching preferences
- d. Player preferences
- e. Playbooks
- f. Position Switches
-
- 3. Sideline Coach
-
- 4. Reference
-
-
- 1. Football Week
-
- Football Week is the online sports section, where you can get all the stats
- for the league. The front page lists interesting game scores, either because
- of upsets or huge wins. Human-controlled teams are more likely to be listed
- than computer-controlled teams. Football week is organized like a newspaper,
- and has three inside pages. It is important to understand them all in order
- to play Coach well.
-
-
- a. Page 2
-
- Standings. Lists the overall and division records of every team. Teams are
- ranked by overall record, with ties broken first by division record and second
- by rankings.
-
- Human Box Scores. A quick way to get your team's box scores. See "Team
- Stats" below for a description.
-
- Players of Day. Offensive and defensive stars from that game.
-
- Leaders. Lists league leaders in sixteen categories:
- -Passing yards, efficiency (min. 200 passes), and touchdowns
- -Rushing yards, average (min. 100 runs), and touchdowns
- -Receiving yards, average (per play, not per catch, min. 50 passes), and
- touchdowns
- -Rushing+receiving yards and touchdowns
- -Tackles
- -Sacks
- -Interceptions
- -Field goal percentage (min. 15 attempts)
- -Punt distance (min. 25 punts)
-
-
- b. Page 3
-
- Scores. A listing of all the scores from the current game day.
-
- Box Scores. All box scores. See "Team Stats" below for a description
-
- Team Stats. Asks for a team to select, and shows team stats and player
- stats and attributes. Player stats are as follows:
- -Offensive players:
- -Passes attempted (passing plays for OL)
- -Passes complete
- -Passing yards
- -Passing TDs
- -Rushes
- -Rushing yards
- -Rushing TDs
- -Interceptions/Fumbles
- -Blocks made
- -Blocks attempted
- -Average:
- -QB: efficiency
- -RB/WR/TE: yards per play (pass and run)
- -line: block percentage
- -Defensive players:
- -Tackles attempted
- -Tackles
- -Batted passes
- -Interceptions
- -Fumbles recovered
- -Passes defended
- -Tackle percentage
- -Kickers:
- -Punts
- -Punt yards
- -Kickoffs
- -Kickoff yards
- -Field goals attempted
- -Field goals made
- -Average kicking distance
- Notes:
- -Sacks listed for offensive linemen includes every time the QB was tackled
- by the man that player was guarding, whether or not there was a loss on
- the play
- -QB scrambles count as rushing plays for QBs, but as passing plays for the
- team stats
- -fumbles are counted in individual stats, regardless of which team
- recovered.
- Attributes are the following:
- -QB: speed, weight, scrambling, passing accuracy, passing distance, run block
- -other offense: speed, weight, rushing, receiving, pass block, run block
- -defense: speed, weight, tackling, pass coverage, pass block, run block
- -kicker: leg strength, accuracy
- -all players: intelligence, stamina
- -training: how developed the player is
- -Injury: estimated days until recovered, severity (A=least, P=most severe),
- type of injury (A=leg, B=arm, C=both, D=concussion)
- -Play injured: Maximum injury serverity that the player will play under
- Note that the QB passing distance is listed in the same column as pass blocking
- for other positions, so don't be confused by that. Also, the kicker attributes
- will be listed under speed and weight for other positions.
-
- Analysis. This gives an overview of the performance of each position in a
- team, looking at various aspects of the game. For each, two numbers are given:
- the actual value and the rating compared to other teams, from 1 to 10. The
- statistical categories are as follows:
- -Offense: Completion percentage, yards per pass attempt, yards per run, block
- percentage, and turnovers commited per play (pass and rush)
- -Offensive line: Block percentage and sack rating (1-#sacks/play)
- -Defense: Tackle percentage, pass defense percentage, interceptions per pass
- defended, sacks per pass play, and fumbles per tackle attempt
- -Kickers: Punt distance, field goal percentage, and kickoff average
- Obviously many of these values cannot be taken at face value. For example,
- the tackle percentage of linebackers will be significantly worse if your team
- blitzes every play, since they have to fight through the offensive linemen to
- make the plays.
-
-
- c. Page 4
-
- Schedules. Schedules and past scores for all teams.
-
- Rankings. A computer ranking, from best to worst. In college only the top
- 25 teams are shown.
-
- Lines. Projected favorites and spreads for the coming game, based on the
- rankings. Even if the spread is 0, the team listed first is the favorite
-
- Info. You can get a listing of past champions, player and coaching awards,
- league records, and the hall of fame. In pro you can see draft pick trading,
- and in college you can get a list of bowl matchups.
-
-
- 2. Head Coach
-
- The coach takes care of the day-to-day preparations for coming games. He
- does nothing at all during the offseason except for running the training
- camps.
-
-
- a. Training
-
- During training camps, and before each game, you get the option to train
- your team. The training camp options are passing, rushing, pass defense,
- rush defense, kicking, and conditioning. The options before games are the
- same, minus kicking, and with films added which can increase intelligence.
- In training camps you get 15 days, which should all be used. Before the
- games, however, you get up to 10 points of training but do not need to use
- them all. In fact, the more you train, the more fatigued your team will
- start the game.
-
- b. Depth charts (deciding who starts)
-
- Select "O Lines" or "D Lines" for offensive lineups or defensive lineups,
- respectively. The first player listed will be your first string, the second
- player your second string, etc. The number of players from each position who
- will play depends on your formation choices. Also, backups will play whenever
- a starter is injured or takes a play off to rest.
-
- Keep in mind that players who are on the field will, at random times, get
- permanent bonuses added to their attributes whenever they make a good play.
- Players who sit on the bench all season, on the other hand, have their skills
- deteriorate. Also keep in mind that the number of starters in many positions
- is not always the same. Only QB (1), C (1), OG (2), and OT (2) have a fixed
- number of starters.
-
- c. Coaching preferences
-
- There are three sets of coaching preferences you can set to change how your
- team is run during the game. The first set is offensive preferences. The
- formation choices are wishbone, I, pro set, run & shoot, shotgun, and spread,
- and will influence the formations chosen in the auto playbook creator. The
- remaining choices are all 1-5, with 1 low and 5 high. Aggression helps
- performance but causes penalties. Risky plays influence the auto playbook
- creator. The remaining four are used if the computer runs the game for you.
- -Formation
- -Offense aggression
- -Risky plays
- -Kneel on ball at end of game
- -4th down attempts
- -2 point conversions
- -Spiking ball to stop the clock
- For defense, formation and aggression work the same as offense. Choices for
- formation are 4-3, 4-4, 3-4, nickel, and 4-3b (weak OLB is an ILB instead).
- The zone and blitz settings affect the auto defensive playbook generator.
- The select key WR option needs some explanation. For most positions, what
- is important is if you are on the strong or weak side. But for CB, what is
- important is who you are matched up on. So the key WR option allows you to
- define the strong side as one a certain receiver is on. Either you can
- select the receiver higher on the depth chart as the strong receiver, or you
- can select a specific receiver. For a general coaching set, key the
- receiver higher on the depth chart and #1 or effecitive strong for your CB
- sides settings. If you are coaching for a specific game, you would want
- to key the best receiver.
- -Formation
- -Defense aggression
- -Zone coverage
- -Blitz
- -Pull starters if winning a blowout
- -Pull starters if lowing a blowout
- -Select key WR
- Finally are the special teams preferences. "Long FG" is a relative term,
- depending on the strength and accuracy of your kicker. All are 1-5 settings,
- again with 1 low and 5 high. "Run on fake" sets the liklihood of running
- as opposed to passing on a fake. 5 is always run, 1 is always pass. The
- returners option allows you to designate your punt returner and two kickoff
- returners. Kickoff returner #1 should be the better of the two.
- -Long FG
- -Onside kicks
- -Fake punt
- -Fake FG
- -Fake PAT
- -Run on fake
- -Returners
-
- d. Player preferences
-
- This set of options allows you to choose how you use your players. The
- first two options are bench usage, namely how much you want the reserves
- to be used when the starters get tired. Each position except kickers gets
- a setting from 1 to 5, with 5 meaning the reserve gets nearly equal time.
-
- The second set chooses how you line up your players, on strong or weak
- sides, with five choices at each position. The first is no preference,
- meaning that the top players will be put randomly at strong or weak sides.
- The second two are #1 strong and #1 weak. This means that the #1 player
- on the roster or his replacement will be put on the chosen side. Finally,
- there are rested strong and rested weak, meaning that the most effective
- player (decided by roster position, bench use, and fatigue level) is put
- on the chosen side. RBs have no strong or weak side; instead they have
- runner and blocker.
-
- The last set of options allows you to set specialists and players to play
- if hurt. In college, you can also set redshirts here. The specialist
- setting allows you to designate a player to be moved up to the top of
- the depth chart in situations of your choice: short, long, catchup, and
- protect a lead. Whenever that playbook is used, he will be moved up on
- the depth chart.
-
- To set a player as a specialist, go to the specialist menu and choose the
- player and the situation you want him to play in. To unset a player, do the
- same thing a second time. Place kickers can be given long or short
- specialist settings as well. A "long" PK specialist will be preferentially
- used for kickoffs, while a "short" specialist will be used for field goal
- attempts.
-
- Normally, if a player is injured he will not play. But you can override that
- to make them play. Note that an injured player is more likely to get
- injured than a healthy player, so you are taking a risk by doing this. If
- a player is injured, his attributes will get diminished according to the
- injury level. An injury level of A is a 6.25% penalty, B is 12.5%, three
- is 18.75%, and so on. Level P is a 100% penalty, meaning the player would
- be useless. You can set the maximum leg injury and maximum arm injury
- the player will play with. A player with both an arm and leg injury or
- a concussion will not play unless his injury level is lower than both
- settings you have given him.
-
- Finally, college coaches can set redshirts here. A redshirted player does
- not play for that year, and in return is allowed to remain in college an
- extra year.
-
- e. Playbooks
-
- The last aspect of coaching is creating your own playbook. The amount of
- time you spend doing this can range from almost none to being the most time-
- consuming part of the game. There are three levels of managing playbooks
- that are available.
-
- For those who are more interested in the GM aspects of the game, the computer
- can create a playbook automatically. Simply select "plays" from the coaching
- menu, "edit playbook", and "auto", and the computer will design an offensive
- playbook for your team, taking into account the key players, your offensive
- formation choice, and your risky play choice. You can also create defensive
- playbooks with the same option in the "Dplays" menu, using your formation,
- blitz, zone, and risky play options into account.
-
- The second option is to manually edit the playbook yourself. There are
- five areas of the playbook, for different situations: normal, short yardage,
- long yardage, red zone, and goal-line. In each of these areas, you must
- choose between five and fifteen plays that can be run if and when the given
- situation arises. Each play has a liklihood of use, ranging from one to
- five. A play with usage 5 is used 5 times as much as one with usage 1.
- In addition, each play has a use in catch-up situations, which can be
- 1 to 5. A high number means to increase the play's usage when you need
- to score quickly (and of course decrease when you are ahead); setting to
- 3 uses the play the same amount throughout, and a low number means to
- decrease the play's usage when ahead.
-
- The options in the playbook editing menu are adding a play, erasing a play,
- changing the weight (liklihood of use) of a play already in the playbook,
- and changing its catch-up use.
-
- Finally, you can design your own plays for use in your playbook. To enter
- the play design menu, select "plays" from the coach menu. The options for
- play creation are to design a new play, remove a play, or alter a play.
- You may not remove a play that is in use.
-
- When creating a play, you are asked whether the play is a run or pass, and
- the backfield that you wish to use. This will set the player assignments
- to something close to what you want, and you will then be placed in the
- play editing screen.
-
- The following options are available while editing a rushing play:
- -Play name: what you want to call the play
- -Formation
- -Alteration: how free the runner is in picking his hole
- -Backfield: no backs, 1 TB, 1 FB, split backs, I, wishbone, power I
- -WR alignment: balanced, extra on strong side, extra on weak side
- -TE alignment: none, strongside TE only, two TEs
- There are certain restrictions on formations, and the game will "fix"
- any formation that fails to meet them. The primary restriction is
- that it there must be three eligible receivers to the strong side
- (including backs).
- -Play type: normal, draw, trap/misdirection, reverse, option
- -Runner(s) and holes: for a reverse, two runners, with runner 1 being
- the initial carrier and runner 2 the final. For an option, two or
- three, with the QB always runner 1. All runners in an option must
- go generally the same direction; a reverse must start as a sweep to
- the side of the second runner, who then must run the other direction.
- The following options are available while editing a passing play:
- -Play name: what you want to call the play
- -Formation
- -Alteration: how free the QB is to use second and third receivers
- -Backfield: no backs, 1 TB, 1 FB, split backs, I, wishbone, power I
- -WR alignment: balanced, extra on strong side, extra on weak side
- -TE alignment: none, strongside TE only, two TEs
- The formation restrictions above are also enforced here.
- -Pass type: normal, play-action, screen. A screen gives weaker
- blocking, but allows the receiver to get downfield blockers.
- -QB drop: 3-step, 5-step, roll to strong or weak. 3- and 5-step
- drops should be timed to the length of the routes (3-step for short
- and 5-step for long).
- -Receivers: Up to 3 receivers (1 for a screen) can be defined, each
- with an individual pattern.
-
- Defensive playbooks work exactly the same as offensive playbooks, except
- that only one play is required in a defensive playbook.
-
- Finally, you can create defensive plays similar to the offensive plays.
- The options here are as follows:
- -Play name: what you want to call the play
- -Formation:
- -set number of players from each position in formation. Certain
- restrictions apply. The difference between the number of SF and CB
- in a formation cannot exceed two. Likewise with ILB and OLB. The
- difference between DT and DE cannot exceed one. The number of ILB
- and OLB can be 0-3, the number of CB 1-4, and the number of SF, DT,
- and DE 1-3.
- -set whether the play will be used against 0 WR, 1 WR, 2 WR, 3 WR,
- 4 WR, and/or 5 WR sets.
- -Coverage: 0-deep man, 1-deep man, 2-deep man, 3-deep man, 2-deep zone,
- 3-deep zone, and 4-deep zone
- -Rush: expect run, pass, or neither
- -Blitz: select up to three linebackers and backs to join the rush, and
- up to one lineman to fall back into coverage (zone blitz).
-
- f. Position switches
-
- This is a good tool if you have players who are ineffective in their given
- position, but would be much better in a different one. The drawback is that
- the players switched will suffer a diminished effectiveness for a few games
- (while they learn the new positions.) There are some limitations to switching
- players. QB, PK, and PN may never have their positions changed. In addition,
- offense and defense players may not be swapped.
-
-
- 3. Sideline Coaching
-
-
- If you selected play-by-play control, you will call each play and defensive
- set during the course of a game. For the most part, the only part of the
- coaching menu that really matters is depth charts and playbooks. Everything
- else you will do yourself.
-
- Before each offensive play, you will choose a formation, play, and clock
- option. The formation choices are the same as in the coaching menu, plus punt
- and field goal. The play will be chosen from the appropriate playbook. The
- clock options are normal, out of bounds, or timeout. Normal will run the
- play normally. Out of bounds will sacrifice yards in an attempt to get out
- of bounds. Note that this does not always work though, and if a defensive
- lineman makes the stop, the clock will continue to run. If you want to be
- absolutely certain of stopping the clock, select timeout. A timout will be
- called if the player does not get out of bounds.
-
- Before each defensive play, you will choose a defensive play from your
- playbook. Defensive options are never asked for if the offense is punting
- or attempting a field goal (even in case of a fake).
-
- The above options are also used for point after touchdown attempts,
- although the punt option is not available.
-
-
- 4. Reference
-
- This section has descriptions of the positions and formations used in Coach
- and College Coach, along with notes on the coaching options.
-
-
- a. Offensive Positions
-
- Quarterback (QB). This is the player that runs the offense. On a running
- play, he normally hands to ball off to a running back (but occasionally runs
- it himself). On a passing play, he throws the ball.
-
- Running back. Running backs normally are used in running plays, although
- they are eligible to receive passes. As receivers, they usually are involved
- in short plays. A second running back will always act as an extra blocker.
- There are two types or runners: tailbacks (TB) and fullbacks (FB). A tailback
- is usually smaller and faster, and does best running outside. A fullback is
- usually bigger and a better blocker, and does best blocking or running up the
- middle.
-
- Wide receiver (WR). These are the ones who make the spectacular plays you
- see on highlight films. Their only job is to try to catch the ball. Although
- they are most noted for their long plays, they go medium most of the time.
-
- Tight end (TE). This a linemen eligible to receive a pass. A tight end
- must also protect the quarterback if the defense is blitzing.
-
- Offensive Line. There are five linemen, who protect the QB on passing plays
- and make holes in the defense for runners to run through on running plays.
- The center (C) is in the middle, an offensive guard (OG) on either
- side, and an offensive tackle (OT) on the ends.
-
-
- b. Defensive Positions
-
- Cornerback (CB). Defends against the wide receivers. Can rush the
- quarterback on a rare cornerback blitz.
-
- Safety (SF). Usually not assigned to defend any player, rather is the last
- defensive player between an offensive player and the end zone in case a
- linebacker or cornerback misses a tackle. Can rush the quarterback on a
- not-quite-as-rare safety blitz.
-
- Linebackers. Defend the tight ends, wingbacks, and running backs on a
- pass play. They are also supposed to stop and running backs that make it
- beyond the line of scrimmage. Can rush the quarterback on a linebacker blitz.
- They are divided into inside linebackers (ILB) and outside linebackers. (OLB)
-
- Defensive ends (DE). Line up on the offensive guards. They try to sack
- the QB and stop running plays early.
-
- Defensive tackles (DT). Line up on the offensive tackles and the center.
-
-
- c. Special Teams Positions
-
- Punter (PN). The player who kicks the ball downfield on fourth down. The
- kickoff after a safety is also a punt.
-
- Place Kicker (PK). The player who kicks field goals and extra points. He
- is also the player who kicks the ball to the other team at the beginning of a
- half or after a score.
-
-
- d. Coaching Options
-
- Risky plays
- This will decide how often your team will run draws, reverses, and other
- sorts of risky plays. In general, you want to be risky when you're playing a
- team better than yours and safe when playing a team worse than yours. Note
- that changes in this option will only affect your team if you create an
- automatic playbook.
-
- Two point conversions
- This is above and beyond the normal situations for two point tries (down by
- 2, up by 1, etc.)
-
- Zone Coverage
- Higher number means more zone. In Man-to-man, your corners and linebackers
- will stick to one specific receiver, giving them a slightly better chance to
- break up the play. However, it means that if they miss the tackle, help is
- further away. The negatives usually outweigh the positives, so zone normally
- is preferred against passing teams. However, man-to-man coverage means that
- you usually have one or more linebackers free to blitz. In a zone, each
- linebacker and defensive back is assigned a specific part of the field to
- cover. This means that you don't rely on speed as much, and that help will be
- one zone away.
-
- Blitzing
- A blitz is when a linebacker or defensive back (usually a linebacker) will
- leave his position and join the defensive line for a play. This can only
- happen in a man coverage situation, since it would leave a gaping hole in any
- sort of zone coverage. The advantage of blitzing is that it gives your team
- a chance to stop the play early, either by tackling the QB in a pass play, or
- stopping a running play right away. The disadvantage of course is that
- whatever that player normally does defensively is now not being done. So if
- the play makes it past the line of scrimmage, the defense is worse off.
-
- Spiking the ball
- Generally a team will spike the ball to stop the clock when the game is
- nearly over and they need to get a field goal. Spiking the ball costs you a
- down of course, but stops the clock after a play that ended inbounds.
-
-
- Appendix: Some useful hints.
-
- 1. Offenses.
-
- Due to the extra blocking backs, the 3 back sets run with more power than
- the 1 back sets. But the defense can put extra defenders between the
- tackles when you use one of these sets, while they are forced to spread
- out more against a 1 back set, so the gain is minimal.
-
- A steady ground game will score points consistently, and will eat up the
- clock. If you're up be 5 points with 3 minutes to go, a run up the middle
- will take about 30 seconds off the clock, while an incomplete pass will take
- about 5. Also a ground game is less likely to have 3 straight bad downs,
- while a passing game can easily have 3 incomplete passes, forcing you to punt.
-
- On the other hand, passing is the quickest way of getting the ball down the
- field. You tend to get more long passes than long runs. Also, an incomplete
- pass stops the clock. Therefore, if you are down by 5 points with 1:30 to go
- in the game, the computer will tend to pass more often than otherwise. The
- conclusions are:
- -If you want to score 50 points per game, you want to draft some wonderful
- quarterbacks and wide receivers, and use a spread.
- -Even if you want a balanced attack (or a running attack), you NEED some
- good passing players in case you need a come-from-behind win.
-
- A note about tailbacks - they run sweep plays (around the sides of the
- linemen as opposed to between them, so they are capable of gaining more yards
- than are fullbacks. On the other hand, if they are stopped in the backfield
- while running a sweep, they are running sideways, and tend to lose more yards.
- Therefore, a good tailback is normally better than a good fullback, while a bad
- tailback is worse than a bad fullback.
-
- The pro set gives you the best mix of passing and rushing, and gives very
- good results. For a novice, I would recommend using that. You can use the I
- if the opponent's defense seems to be weak against the run, or if you have an
- incredible running attack. The run & shoot or shotgun are good if the opposite
- is true. You are really going out on a limb by using the spread. If your
- opponent happens to have a good pass defense, you're out of luck. (The same is
- true with the wishbone and rushing defense.)
-
- A note about designing your own plays - don't get too creative in how you
- line up. If you give away your intentions by lining up a certain way, all
- element of surprise is lost. However, if you use the identical lineup for
- every play, the defense will be kept guessing.
-
- 2. Defenses.
-
- The man-to-man defenses have a harder time covering the pass. This is
- because each receiver has one player on him. In a zone, the safeties are
- available to double-team the receiver. (This is true in man-to-man as well,
- but to a lesser degree.) The 3-4 defenses seem to have trouble covering the
- rush. This is because there are fewer men on the line to try to stop the
- rusher. Obvoiusly, 4 men can do a better job than 3. The 4-4 defense has
- more men up front, but no strong safety. Thus, you have a better chance of
- stopping a play early, but a lower chance of stopping it later. The nickel is
- a 4-2 I guess, but with only a few people in the middle of the field. The
- nickel and dime are generally only used when you're trying to keep a team from
- scoring quickly. They allow short passes and medium passes up the middle, but
- try to take away sideline passes (the clock stops if the ball carrier runs out
- of bounds) and long passes.
-
- With all this in mind, I would recommend a 4-3 mix for the novice. The best
- reason to use a 3-4 is if your second tackle is really bad and your second
- inside linebacker is really good. A zone is good if the opposing team passes
- a lot or is very bad at rushing, because of the improvement in the passing
- defense. As far as going man-to-man, I would only do that if my corners and
- linebackers were outstanding at pass defense. The man-to-man defense is a
- gamble. Your defenders have a better chance of breaking up the pass on man-to-
- man, but a harder time tackling the defender if the ball is caught. Since
- about 60% of passes are complete, this gamble usually fails. With sufficiently
- good defenders, it could work out.
-
- The same advice about designing offensive plays is useful here. You should
- have very few lineups that your team uses, and you should use a mix of
- man and zone defense from each. A smart QB or receiver can beat a zone
- much easier if he knows it is coming ahead of time.
-
-
- copyright (c) 1991-2000 Andy Dolphin
-