Earlier versions of SAT would allow you to call ALL-PURPOSE and would allow you to RUN KEY AND DOUBLE COVER one player or two players (with an EXTRA DB). Well, I basically called that almost all game, especially on 1st and 2nd down. Well, then Wayne saw this as a major strategy I was using and they took the ability away to do both. But, you could still DC/PK and call ALL- PURPOSE and DC 2 players. Still too powerful. I always thought the ALL- PURPOSE with allowing BOTH or allowing EITHER OR was too powerful, but it matched my philosophy with another game.
You can call an ALL-PURPOSE and a Double Cover (DC) or Pass Key (PK). This is another good defense if you are not sure and you want to minimize the impact or effect of a possible draw or screen. You can no longer bring in an EXTRA DB and call ALL-PURPOSE. If you want to bring in an EXTRA DB you must call one of the pass defenses.
I will still call ALL-PURPOSE by itself, but really, I almost always take a shot with RUN KEY. If the offense doesn't use PLAY-ACTION pass you should do it 100% of the time. Now that all this information is floating around on this message board, I doubt I will face any of you guys without the P/A....LOL!
But, if the offense does not use P/A, then there is NO penalty whatsoever for the RUN KEY. Ok, then why not call RUN KEY with ALL- PURPOSE all the time. Well, the offense should get smart and call P/ A.... :-)
Same goes for DC/PK. I was a strong advocate in another game of not double or triple teaming until late in the game when your opponent facing a key 3rd down (or 4th) and pretty much knew they would not see a DC or TC. Then, BAM, you do it and shut them down.
In SAT, if I am pretty sure there is a pass coming, I will DC. I may bring in an extra DB to double 2 guys, but once you bring in the extra DB, you also run the risk of giving the offense a full 1.0 yards per carry average boost (+5 run adjustment).
I will let you in on a little secret. I am looking to guess on the runner or receivers(s) on almost every play, short of a blitz all or a blitz FS/LB without bringing in the extra DB. And I feel like I have had more success and I know I have when I look at how my play calling has force the offense to think more about spreading the ball around, or simply just the defensive adjustments made to effect the final result.
I had one example today. I blitzed all and my opponent called a pass. The QB was hurried and threw to a secondary receiver. Once this happened, the completion percentage dropped 16% right there because of the blitz all and the QB had to look around. When the depth of the pass, the blitz and the weather were all combined it was a -1 completion %. Good thing... The roll was a 6. Without the -16, it would have been one of those rare completed long passes. Actually, the QB has a 15% chance to complete the pass, but the blitz knocked that down to basically an automatic incomplete.
I am not advocating selling out every time. I hardly call a RUN DEFENSE and a RUN KEY just because I think I feel a run play is coming. Nor do I sit there and BLITZ ALL constantly. The offense can beat you with a few screens or S/MS passes. I don't always DC/PK 2 guys especially if the offense has 3 or more weapons. But, I now I find myself guessing a runner or receiver or taking the blitz chance probably 80-90% of the time. About the same ratio as I would NOT gamble in another game. Sure, now that I tell you to gamble more you will try it and lose 72-0 because the offense will make the opposite calls or get the dice rolls..... ;-)
As it has been stated, guessing correctly does not STOP a play cold, except for a RUN-KEY and the right dice roll (I will explain that in a later post). As Wayne has stated and Marc has posted, the RUN KEY and DC/PK are more of a usage controlling device, but they do have the ability to wreak havoc on an offense if you guess right. There is just no guarantee. But, I can tell you from playing with the dice rolls on and seeing how my defensive play-calling adjusted the play to where it made a big difference helps keep me in the same mode game after game.
Making the right defensive call will not be a black or white issue. It will not be -5 yards or +50. What it will do, over the long haul, is possibly stop more drives because instead of it being 3rd and 1 if you just called all-purpose by itself, calling all-purpose with a correct run key may have the same drive at 3rd and 4 or even longer. And as we all pretty well know, the more yards to pick up on 3rd down for a first down makes it more likely that the offense will not be successful and will have to punt (or take a FG).
Don't wait until you play live either...LOL! Play against the PC and see if you are getting burned or not. I can tell you this. If you call ALL-PURPOSE all day against me and we have about the same talent team, I like my chances a lot. If my team is not that strong, well, it would only mean I might find a way to steal a victory.
Just don't be afraid to guess more on defense, but you don't have to sell out the farm on every play either. Realize that DRAW plays and SCREENS are not effective against an ALL-PURPOSE, and that DRAWS are not effective against a blitz (but screens are...).
I hope this helps!
Mark Miller
Sunday, December 2, 2007
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