Originally posted by Parab00n
Interesting Strategy, I've always did the opposite(HG) from the fear that my guys would just get pancaked. I imagine it would work great against pass/balanced teams but not so much from a 100% rushing team that won the roll each time.Originally posted by McGruffHawk
The thinking is that if you can beat the block before it gets started, win the initial roll, you don't have to worry about holding a blopck or getting pancaked.HG deals more with push/placement. It can win you blocks and lead to pancakes against the OLine, but first and foremost it's about movement.
So high HG allows your DLineman to not move off the LOS. So when the RB goes past him, he has a chance to make a tackle at a 1-2 yard gain rather than a 5-6 yard gain. Interior Lineman need some Power to prevent being pushed when they do lose a block roll.
GA's strategy is to have such high BRB on their DTs that they don't lose the roll so badly that they get pushed back. And then when the RB gets even with them, they have the Footwork to release from the block and make a tackle.
So I presume their builds are all high Agility (9/10) and they have prioritized Pass Rush Tech, Footwork, Break Run Block, Blitz Awareness and Snap Reaction. They may need/want high Balance, but being S* it might not be necessary.
An example of their build would be my DT Pass on WH
http://glb2.warriorgeneral.com/game/player/110031Now add +10 to the Skill Caps and you get:
Pass Rush Tech 80 / Footwork 79 / Break Run Block 80 / Blitz Awareness 80 / Snap Reaction 80 / Balance 92
That's pretty close to what Gal has mentioned about maGz's Peter Griffin build
http://glb2.warriorgeneral.com/game/player/35533