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GoGetta
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Originally posted by Galactic Empire
Yeah...that is because of:

1. your HB is a beast
2. my SS lacks conditioning and top end speed (when I reset, he will be a super* with 80 conditioning and 95 speed)
3. Vader cannot break blocks very well. (when I reset, he will end with 70 BRB and Silver Shed Block/Closing Speed and 70 footwork)
4. my strong side CB will have higher BRB and Hold Ground on my reset.

All that being said, I will scrap that play unless my weak side CB can contain on almost every play.

My other outside run play is great vs outside runs but sucks against passes and up the middle runs.


I mean I get the points, but on what basis do you consider it a good play? I feel there's plays that stop outside runs a lot more efficiently, while still defending the pass. C1 Wide Dogs/ZEB are what I use.

Edited by GoGetta on Apr 30, 2016 15:29:46
 
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Originally posted by Nigerian Nightmare
The play doesn't work unless you have a superb CB (S*). You may disrupt it a play here or there, but it just doesn't shut it down ... A couple other plays do decent against it but it leaves you vulnerable to other plays.

Same game here is a play where you CB did what you wanted him to do. He just couldn't sustain it for the whole game.

http://glb2.warriorgeneral.com/game/replay/296896/3010413
In actuality the first 3 or 4 times I ran that you shut it down. Than this:

http://glb2.warriorgeneral.com/game/replay/296896/3010964


You showed exactly what I was talking about. The 1st play is a toss left. The CB went straight for the HB. The 2nd play was a counter. The CB started chasing the HB across the field and got caught up in the traffic. This is a PATHING issue...not a build issue IMHO. IF my CB would get engaged right after the snap, he could contain the counter and stop the play.

I am trying to figure out a way how to make the CB engage the WR instead of running across the field. I think if I invest 0 into blitz awareness and snap reaction, then the WR will get the jump on the play and engage. That is why I asked about the snap reaction. And by you saying he has 18, that is what I was hoping for.
Edited by Galactic Empire on May 1, 2016 10:21:25
Edited by Galactic Empire on May 1, 2016 10:20:35
Edited by Galactic Empire on May 1, 2016 10:19:55
 
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GE think about it. On a sweep left there is no counter fake. Hence the reason he comes straight across . On the counter if the CB heads towards the HB fake instead of across the WR it not going to get better with low Blitz awr , low blitz awr is going to make him more susceptible to those counter fakes . I just don't think the play is that effective . Just my opinion. Too much vulnerability against the power run teams.
 
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I think blitz awareness will do the opposite of what you stated. If he has HIGH blitz awareness, he will recognize the pitch faster and then go for the fake, thinking the HB is running to the right. If he has LOW blitz awareness, he will continue to chase the QB after he pitches the ball and will recognize that the HB has the ball AFTER he starts to run back to the left.

As for snap reaction, if my CB invests zero into snap reaction, the WR will get the jump on him and engage before the CB can react to the snap.
 
dcarbo
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not sure blitz awareness matters. From what I've seen, the CB seems to aim at the fake point from the moment the ball is snapped.
This is a matter of some interest, have you seen some plays where that didn't happen? i.e. where the CB took a couple of steps towards the QB before veering off towards the fake?
 
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I have a ton of samples. I'll check when I get some time. I scrimmed LLUA and Twilight a few times last week and spammed this play. I think the scrims are public.
Edited by Galactic Empire on May 2, 2016 12:30:26
 
dcarbo
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I took a look at the scrimmages. Nice series, congrats on setting it up.
I like your concept for a run-disruptive CB, but I think blitz aware is a red herring.

Here's what I think I'm seeing:
the CB lines up roughly 3 yds off the LOS
non-counter play - the CB takes a 45 degree angle all the way to the LOS
counter play - the CB starts at a 45 and then cuts parallel to the LOS one yd before the LOS, roughly 2 steps off the snap

that counter-play cut appears to be taking place at the moment of the pitch, i.e. before the HB has the ball in his hands
might be coincidence, but it's consistent, happens pretty much every time
That's why I don't think Blitz Aware is what's forcing the cut - it's too early and too consistent

You may be right about wanting to engage the WR early, it seems to put your guy in the right spot.
On the down side, I saw a few plays where the BTE appeared to ghost right through your choke point- didn't seem to slow him down at all
 
dcarbo
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GG Super Villains, on a bitter-cold day
 
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GG Killers
 
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Originally posted by dcarbo
GG Super Villains, on a bitter-cold day


GG. My offense will get an over haul on Cyberton in the off season.
 
agerm73
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GG Myrik...I didn't have time to get crafty on you...not that I think it would have made a difference.
 
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Originally posted by dcarbo
I took a look at the scrimmages. Nice series, congrats on setting it up.
I like your concept for a run-disruptive CB, but I think blitz aware is a red herring.

Here's what I think I'm seeing:
the CB lines up roughly 3 yds off the LOS
non-counter play - the CB takes a 45 degree angle all the way to the LOS
counter play - the CB starts at a 45 and then cuts parallel to the LOS one yd before the LOS, roughly 2 steps off the snap

that counter-play cut appears to be taking place at the moment of the pitch, i.e. before the HB has the ball in his hands
might be coincidence, but it's consistent, happens pretty much every time
That's why I don't think Blitz Aware is what's forcing the cut - it's too early and too consistent

You may be right about wanting to engage the WR early, it seems to put your guy in the right spot.
On the down side, I saw a few plays where the BTE appeared to ghost right through your choke point- didn't seem to slow him down at all


Not sure which game you watched but when I scrimmed LLUA and Destroy was the CB, he was engaged right at the snap. Watch this play:

http://glb2.warriorgeneral.com/game/replay/310235/2794902

The WR, Wingin It, has 51 snap reaction. Destroy has 32 snap reaction. If you go frame by frame, Wingin It clearly gets a jump on the play and engages before Destroy can turn to follow the counter fake. This is what I was getting at. It's more about snap reaction than blitz awareness.

In my reset, I will be building a run stuffing CB with zero snap and blitz, coupled with a fast as hell, high conditioned super star SS to run down any tosses to the right, coupled with 5 solid D-Linemen, including 2 super star DTs to stop the run up the middle and all 5 D-Line will be hell on pass rush tech to get to the QB.

I am going to shut down any 2 TE set.
Edited by Galactic Empire on May 2, 2016 20:21:18
Edited by Galactic Empire on May 2, 2016 20:20:23
Edited by Galactic Empire on May 2, 2016 20:20:05
 
dcarbo
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Originally posted by Galactic Empire
The WR, Wingin It, has 51 snap reaction. Destroy has 32 snap reaction. If you go frame by frame, Wingin It clearly gets a jump on the play and engages before Destroy can turn to follow the counter fake. This is what I was getting at. It's more about snap reaction than blitz awareness.

I'll buy that. Getting him engaged so he stays right where you want him makes sense.
Edited by dcarbo on May 2, 2016 20:26:17
 
dcarbo
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Originally posted by Galactic Empire
In my reset, I will be building a run stuffing CB with zero snap and blitz, coupled with a fast as hell, high conditioned super star SS to run down any tosses to the right, coupled with 5 solid D-Linemen, including 2 super star DTs to stop and run up the middle and all 5 D-Line will be hell on pass rush tech to get to the QB.

I'll buy the idea of a high-tech D-line as well.
 
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Originally posted by dcarbo

I'll buy the idea of a high-tech D-line as well.


My 2 S* DTs will have 97 PRT, and my 2 DEs will have 99 and 88 PRT, while the sub will have 96. Then I'll have a NT with no PRT, but he will have 95 Hold Ground to wreck havoc.
 
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