I was thinking of making a right guard, but I have no idea how. I know he must need some speed, but what else?
Baloney Pony
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Pulling guards can take a while to work... still start with strenght & blocking so you aren't unless at other plays ... then just goe for softcap of speed, agility, & vision. That will get you started
pottsman
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Softcapping speed is not necessary for a pulling guard until probably the 30s. Your main job is to simply get over and plug the hole, and speed in the 20s is fine for that if you halfback has 48ish speed. I'd say as long as you've got half of the RB's speed and decent agility (that does need a capping), you'll be quick enough to get to the point of attack and take out the first man.
Tito716
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After you have speed and blocking to 50 or 60 each, I'd do agility to softcap, then speed to 40, then vision to 40.
Iwan Owen
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Originally posted by pottsman
Softcapping speed is not necessary for a pulling guard until probably the 30s. Your main job is to simply get over and plug the hole, and speed in the 20s is fine for that if you halfback has 48ish speed. I'd say as long as you've got half of the RB's speed and decent agility (that does need a capping), you'll be quick enough to get to the point of attack and take out the first man.
I`d agree with this post. Agility is the most important attribute, not speed. He doesn`t need to move very far but needs to be agile to get around the corner pretty quickly for that first block.
Softcapping speed is not necessary for a pulling guard until probably the 30s. Your main job is to simply get over and plug the hole, and speed in the 20s is fine for that if you halfback has 48ish speed. I'd say as long as you've got half of the RB's speed and decent agility (that does need a capping), you'll be quick enough to get to the point of attack and take out the first man.
I`d agree with this post. Agility is the most important attribute, not speed. He doesn`t need to move very far but needs to be agile to get around the corner pretty quickly for that first block.
Sao
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need to add one aspect of the position re: the topic.
Currently, only one play, the weak pitch (to L), has the LG pulling. 2 plays have the RG pulling and on plays much more relavent to your OAI, most likely. Now, over time this will likely change but I expect more plays to the strong side than I do the weak, therefore, setting up RG's for the pull may be more beneficial than the LG's.
In the end, does it hurt for your LG to have capped atts in the right spots? No way. But you probably could get away with getting his BLK and STR to Cap 3 before absolutely needing to cap your minors. Especially if the playbook isn't going to expand. The weak pitch is a dinosaur today anyway.
DWetzel
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Also, the RG tends to get many more blitz-pickup assignments as things stand now. That's probably an even better reason to pump agility and vision (and, secondarily, speed) at the expense of being a granite block.
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