I don't often write about defense because defense really isn't my strongest area of the game. But I also know that defense has gotten a lot harder since 0.4.1 was rolled out with the hot reads and play overuse penalties and the steroid injections that the OL has gotten. The days of the three play defense are over (thank you JDB), but with so many struggling now, I thought I would throw out a basic primer for how to be competitive.
Understand that I'm doing this for purely selfish reasons. I'm really tired of watching 70-100 point blowout games even when I'm the one blowing out the other team. They are fun for about a day, and then they just get silly. They are also completely preventable even with personnel that isn't that great.
The Basics of BasicsThis guide is going to revolve around one simple strategy and two simple rules.
First, the strategy:
Only use defensive plays that go M2M against WR1 ā WR5.Find 30 of these plays so you can have a good variety and not get called for play overuse. Also, going Cover 5 means that you need to pull that Double LB CB3 blitz play from the nickle and all of your goal line defensive plays. You won't miss that Double LB CB3 blitz unless you like getting torched by hot reads. You also need to get rid of ALL OF YOUR ZONE plays, but you won't miss them either. Trust me. More on that later.
Second, the two rules:
Create a rule for the passing only offensive sets that uses dime and quarter defenses and set it to pass key. Then create a rule for the goal line offensive sets that uses normal defensive backfield and blitzes 1 or 2 LBs 100% of the time.You should know the offensive sets described in the first rule. And, yet, I see so many defenses line up in the Dime and then Run Key the play against those sets. This is silly. Just stop it.
The goal line rule is going to be a necessity because you're not going to run any of the goal line defensive sets in this playbook. That's OK because blitzing against these sets more than compensates for having only four DL on the field. This rule also basically nullifies any advantage your opponent gets from using the 221 HB Weak Toss or HB Counter Weak. Or, for that matter, the 230 TE PA pass.
If you want to stop reading now, feel free. The basic basics will immediately improve your defense. If you want to know more about why this works please continue.
Why only M2MSo why a Cover 5? (It's not really a true Cover 5 as the purists will say, but that's what we'll call it here.) The simple answer is because it matches a man against every man on the field. So no matter whether it is a run or a pass, the ball carrier will have an assigned man. Is it Pop Warner at its finest? You're **** right. But here's why it works when the others don't.
M2M Cover 3 or 4The benefit of the Cover 5 over the Cover 3 or 4 is keeping a man on the WR5, which could be a different player for any given set.
In the 113, for instance, the WR5 is the RB. And not putting a man on the RB against the 113 short passes to the RB is asking to get destroyed by a fast, good receiving back. In the 230, on the other hand, the WR5 is the FB2 who runs the game breaking route on the PA TE pass. None of the goal line defensive calls put a man on the WR5, so this guy is open every time.
ZoneHahahahahaha...moving on. In all seriousness, zone will probably never work on this game because the concept of a zone defense is too difficult to code.
Here's why. Zone defenses require the player in the zone to make a decision whether to cover the zone or the man in the zone. In MFN, every player covers the zone, which means they drop to the middle of the zone. If a player enters the zone, they will trail the player until the player crosses the zone boundary and then they will turn away from the player. Or if a player comes across their face, they will shadow the player.
What ends up happening is a zone defender either gets beaten over the top or gets beaten underneath on almost every play.
Pass/Run KeyingIn v.0.3.x-0.4.1 keying was key to a good defense. Now, you don't need it. Really. Hear me out.
The play overuse penalty does something interesting in the backend of the defensive code: it overrides whatever key you put in to the correct key for the offensive play. Think about it. Let it sink in. What does that mean?
It means that your base defensive playbook should use all Neutral key because once your opponent starts overusing one of their plays, the defense is just going to adjust anyway.
The only time you should change your key is on your all passing plays defensive rule and maybe some other rules below.
Proper Use of RulesI already discussed the two rules that you need as a minimum. But if you are scouting your opponent, you will want to consider using other rules based on what your opponent does. These TEMP rules, as I label them in my ruleset, allow you to key on specific formations that your opponent uses.
Here are some protips for these TEMP rules and for offensive game planning for that matter.
1)
If your opponent only runs or only passes out of a specific set, key the **** out of it. ā Your opponent loves the 122 medium passing play where the WRs run a streak and the TE runs a post? That's a good time to go to a Nickle, Blitz 1 Pass Key rule against the 122.
2)
If your opponent runs the 113 HB Counter or runs a lot period out of the 113 or 203 sets, create a rule that goes Normal Defensive Back field ā You are probably signing LBs that are fast, strong, and good tacklers, right? Why do you want them off the field when the other team is probably going to run the ball. This rule can really save you through 3Qs. But you might want to not use it in the 4Q if you have a lead and your opponent is likely to pass. In that case, you might need two rules depending on how much you trust your LBs not to get burned by the slot WR.
What about blitzing?I can't end this post without mentioning blitzing. The beauty of the Cover 5 is that you'll end up with 30 defensive plays and a lot of them will be blitzes. The real beauty of the Cover 5 is you can literally set your base defense to call whatever combination of Secondary and Linebackers equally because you will always have one defender lined up against one offensive skill player. If you have a defensive play book that has a lot of Cover 5 Blitz 2 LB plays, well then, you're just going to have to blitz more won't you.