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On all passing plays, the WRs have definite routes that they run. If they cut (quickly change directions) or curl (come back toward the line of scrimmage after running a set distance), you'll want to time it so they receive the pass as or soon after they make the move.
For example, let's take a play in which the WR cuts inside. The moment he plants his foot and turns directions, the enemy defender is still going to be travelling the same direction. The defender must react to the action, which might buy that extra split second you'll need to hit your receiver when he's free.
If you wait too long after a cut, the defender will have time to recover, and may be able to break up the play. This isn't to say you should force a pass -- if a WR is covered, he's covered, regardless of whether he's making a cut -- but you should be of when exactly to launch the pass.
Red Zone[edit]
The 'Red Zone' is the area between either 20-yard line and the closest goal line. If you are inside either Red Zone, the strategy changes a bit.
First of all, if you're in your own Red Zone, you need to be careful. An interception or fumble could quite easily turn into a defensive touchdown, even if you're against a team with below-average defenders. Besides, even if you manage to stop the enemy before they score, he'll be in a beautiful position when they take over on offense.
Getting out of your own Red Zone has two schools of thought. Some play as if the ball is on fire, and they pass it deep every time to get out of danger quickly. Others go the safe route and call runs; although they may be stopped sooner, at least there is a much lesser chance of giving up a turnover.
If your team has better running or passing, or the defense is weak against one or the other, exploit it. Say you've got a phenomenal QB and WRs. Passing to get out is probably your best bet. If you've got great blockers and a solid runningback, try a running play designed to get you to the sidelines, then turn up and head downfield.
If you're in the enemy's Red Zone, it's a whole other situation. Twenty yards is not too far from a touchdown, and you're definitely in field goal range. Again, you'll want to exploit your team's strengths and the enemy's weaknesses, but it's not necessary to go insane with risks. You can usually run your standard offensive plan until about the 7-yard line.
The one problem with being in the enemy's Red Zone is that you can no longer use really deep passes. On the other hand, the enemy may use their best DTs and DEs to stuff the line and give little to no hope of running, which might open up the sidelines.
One strategy you can use, assuming it's first down, is to run your favorite play tailored to your team's strength and see how the opponent reacts. For example, if you're run-heavy, you would run your best running play and see if the defense winds up blitzing you. If they blitzed, regardless of how the play turned out, you might throw a pass on the next down. If they hung around looking for a pass, you might instead run again. Typically, defenses will run the same type play for the first two downs (if the situations are similar), then change for the third if they think it will help them.
Play Action Passes[edit]
Play action passes are plays that have the QB pretend to hand the ball to a running back, but then he'll drop back to pass. If you use too many of these, or you seldom call runs, the enemy will not be fooled. Except for the hardest difficulty, the AI is pretty fair: If you generally call running plays, then throw in a PA on the same downs, the AI will generally go for it. Human players are, of course, less predictable.
There's a science to using this play, though. The defense will only react to it for a split second, and typically only the LBs are thrown off. After all, the WRs and TEs will be running their routes, so the CBs and safeties won't be distracted since they're only looking at the guys they're supposed to be covering. Also, the fake handoff itself takes about a second or two, which is enough time for a sack if enough of the enemy is blitzing.
Basically, you shouldn't run a PA unless you know exactly how it's going to go and who you're going to throw to. That's not to say you'll have to pass immediately after the fake, but because the PA is nothing more than a deception pass (and is therefore only as good as the deception itself), you'll need to find a target quicker than a normal pass play.
Because the LBs react more to PA plays than anyone else, try to choose one in which you'll pass to a receiver or tight end going in the middle.
Quarterback Sneaks[edit]
A QB Sneak is when the QB takes the ball himself and runs it. This typically won't get more than a few yards, but it could throw the entire defense into confusion. There is only one 'set' QB Sneak; it's under the Goal Line formation of all the playbooks. However, that doesn't have to be the ONLY QB Sneak.
If you watch real football games, you'll notice that when severe pressure is applied to the QB, sometimes he'll just give up trying to throw it and run (called “scrambling”). This works VERY well in-game, although you're going to need a speedy QB to pull it off with any sort of consistent success.
A classic modified QB Sneak is the Hail Mary, which sends five WRs (and therefore all the CBs and safeties and LBs after them) as deeply as they can run. With most the defense 30 yards downfield, and the rest tangling with the offensive line, that gives your QB the chance to just walk around the scuffle and sprint downfield. The defense covering the WRs would have to take the time to turn around, plus the WRs would try to block them. Also, the front line of the defense would have trouble breaking away from the front line of your offense. By the time all the defenders figured out what was going on, your QB could be several yards downfield already and still running. When executed correctly, you can get upwards of 20 yards.
This is a VERY dangerous play to try all the time, however. QBs tend to drop the ball when they're hit, and you'll have to be slightly lucky to get a QB with the speed to pull this off right. Also, if only one CB or LB hung back to watch your QB, you wouldn't get more than a few yards. It's recommended to only do this if you're desperate, or if you need to do something bizarre to mix up your play calling.
Hurry Up (No-Huddle) Offense[edit]
At the end of each half, you should hurry to get your plays off. You may elect to choose the same play and not enter a huddle by issuing a No Huddle command. You can call an audible once everyone gets to the line of scrimmage to mix up your offense.
This has other uses than the end game, however. The defense gets tired faster than the offense, and by continually hurrying the play, you can make them tire out quickly. This will lead to them being at quite a disadvantage by the time you get to their Red Zone. This also disrupts the tempo of the game if you start it during the second or third quarter, and you can severely throw off a human opponent at the same time. While the AI doesn't get completely confused, they tend to fall asleep on the first few plays if you run a Hurry Up Offense at an unexpected time. It's a good tactic to use to get an early score, and then you can settle back down and play normally from then on.
Beating the Blitz[edit]
The blitz -- when members of the defense other than the line decide to rush the QB and RBs -- is always a threat. However, there are a few things you can do to counter it. First of all, if the blitz always comes from the middle, and the CBs just cover receivers, consider a sweep. If only the LBs are blitzing, you can actually run around them this way.
If the blitz comes from the sides, there are a few things you can do. If you want to try your luck, you can try to run the other way from the blitz, but it's a little hard to guess that (and the blitz could come from both sides anyway, depending on what plays the opponent is calling). Running up the middle is also risky all the time, blitz or not.
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If the enemy blitzes from the sides, then you'll need to use your receivers creatively. If you insist on running, then use a man in motion and put him on the side of the run (if you run right, move the left-most WR as far right as he can go).
The other thing you can do is set your WRs to block rather than run their routes. To do that, select the play as normal. Then, before the snap, hit Triangle on the PS3 (or Y on the Xbox 360), then the button that corresponds to the receiver, then R2 or L2 (or RT or LT). He won't be an eligible receiver for that play, but he might be able to stop whoever is blitzing.
Remember the basic rule of fighting against the blitz: for every man blitzing, that's one less they have in the backfield. If his CBs are blitzing, then your WRs are open for a split-second after the play stars. If your enemy is consistently using blitzes, especially from the sides, try passing only a moment after snapping. It's risky, but he may not expect it. You will need to be able to recognize the blitz immediately, and that takes some practice, but your reaction time will improve every time you play the game.
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Genre: SportsSimulationFootball Rating: ESRB: E
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OverviewNCAA Football 10 is the 13th game in the EA's NCAA Football series. This edition of the heralded college football simulator has added a few new features to the series, such as player lock on offense and defense, higher camera angles, and a create-a-school feature.
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