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    FAQ/Strategy Guide by nick729

    Version: 1.3 | Updated: 12/06/05 | Printable Version | Search This Guide

    
    
    nick729’s 99.9% Spoiler-Free Blitz: the League © FAQ 1.3
    	Copyright Midway © 2005
    
    
    Is it really important that I have a graphic?
    
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    Use any part of this FAQ in any manner you want.  I won’t sue unless you use
    it to kill people.
    
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    Contents:
    
    I. Preface (search: blitzi)
    
    II. Controls (blitzii)
    
    A. Offense (blitziia)
    B. Defense blitziib)
    
    III. (Very) Basic Strategy (blitziii)
    
    A. Turbo (blitziiia)
    B. Clash is key (blitziiib)
    C. Unleash (blitziiic)
    
    IV. Offensive Strategy (blitziv)
    
    A. Intro (blitziva)
    B. Play Calling (blitzivb)
    C. Other Considerations (blitzivc)
    
    V. Defensive Strategy (blitzv)
    
    A. Intro (blitzva)
    B. Play Calling (general) (blitzvb)
    C. Play Calling (my strategy)(blitzvc)
    
    VI. Special Teams (blitzvi)
    
    A. Kickoffs (blitzvia)
    B. Kickoff Return (blitzvib)
    C. Punts (blitzvic)
    D. Punt Return (blitzvid)
    E. Field Goal (blitzvie)
    F. Field Goal Block (blitzvif)
    
    VII. Campaign Mode (blitzvii)
    
    A. Intro (blitzviia)
    B. Character Development (blitzviib)
    
    1. Training (blitzviib1)
    2. Supplements (blitzviib2)
    3. Equipment (blitzviib3)
    4. VERDICT (blitzviib4)
    
    C. Strategy (blitzviic)
    
    1. Team Creation (blitzviic1)
    2. Team Development (blitzviic2)
    3. Other Considerations (blitzviic3)
    
    VIII.  Teams (blitzviii)
    
    IX. Random Post-FAQ Rambling (blitzix)
    
    X. Version History (blitzx)
    
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    I. Preface: (blitzi)
    
    Who are we kidding?  This game just isn’t that good.  It almost seems as 
    though Midway stopped work on this game as soon as the NFL pulled out on them
    (can’t imagine why), but decided to market it anyway, leaving several 
    glitches, inconsistencies, and ridiculous AI that has frustrated several 
    gamers, including myself at times.  Though I can’t solve the glitches, it 
    is my intent herein to share the tricks I’ve found that exploit the computer’s
    AI even worse than it messes with the human player.  Given ample information
    and practice, there’s really no excuse to lose to the computer EVER.  
    A good player is able to put a $50,000 wager on every game and cover any 
    spread easily.  (This will make the remainder of games easier, too… but I 
    digress).
    
    The load and save times for this game are downright lousy.  Whatever you do,
    don’t use the autosave feature that the game tries so hard to push on you 
    unless you’re not doing anything for like a week.  To save time, only save 
    when you absolutely have to.
    
    Throughout this document, I shall assume that the reader has read the 
    instructions, gone through training mode, and has reasonable experience 
    playing the game.  (You should be familiar enough with the controls to know
    how to cause a dirty hit, juke move, etc.)
    
    This FAQ is 99.9% spoiler free.
    
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    II. Controls: (blitzii)
    
    A. Offense: (blitziia)
    
    D-Pad, Left Analog: Move Player
    
    X Button: Stiff Arm -- very helpful in grinding out yardage.  I use it often
    when I'm low on clash.
    
    O Button: Juke -- Doesn't do too much outside of clash mode, but use it with
    clash and it's downright sweet.  It really has the ability to break open 
    plays.
    
    Square Button: Hurdle.  Sometimes with proper timing you can use this to evade
    diving tacklers.  Also can be used when the ball is in the air to catch; 
    combine with clash for clash catching, which, when mastered, can make this
    game easy as pie.
    
    Triangle Button: Dive.  Good for getting those extra few yards needed for a 
    first down, or, as discussed later in detail, diving can also be used to 
    quickly end plays without the threat of a sleazy fumble.
    
    Right Analog: Juke in a specific direction (pretty useless, in my opinion, as
    the O button juke seems to automatically pick the best juke for a given
    situation.)  The right analog stick also taunts when you're way in front of
    defenders, which is rather satisfying, and has the potential to earn you extra
    clash icons.
    
    R1: Jump throw?  I hope this isn't a gamebreaking move or anything because 
    I've NEVER used it.
    
    R2: Turbo: Use this ALL THE TIME.  (Discussed in detail later)
    
    L2: Clash: The key to beating the you-know-what out of the computer.  (Also 
    discussed in detail later)
    
    B. Defense: (blitziib)
    
    D-Pad, Left Analog: Move Player
    
    X Button: Tackle.  Combine with clash for a dirty hit.  Note that a player
    does not need to have the ball in order to be tackled.  (Tackling the intended
    receiver is very helpful when defending the pass.)
    
    O Button: Switch to nearest(?) defender.  ? means it doesn't always seem to 
    work out that way.
    
    Square Button: Leap, which I never use, or catch when the ball is in the air.
    If you time this right with a DB, intercepting the ball becomes much easier.
    
    Triangle Button: Dive, which I also can't seem to find a good use for, 
    considering that tackling seems to do the same thing for you, AND takes a
    player out.
    
    R2: Turbo.  Nice.
    
    L2: Clash.  Very nice.
    
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    III. (Very) Basic Strategy: (blitziii)
    
    A. Always use turbo (except when using clash – see below) (blitziiia)
    
    B. CLASH IS KEY. (blitziiib)
    
    I can't stress this enough.  Games are won and lost by effective "clash
    conservation."
    
    ALWAYS have some juice left in your clash meter.  This applies to offense as 
    well as defense.  A simple rule of thumb in clash conservation is only use 
    clash in opportunities to gain more clash (sacks, losses, big offensive gains,
    touchdowns, etc.) so you’ll always have something left in your clash meter.
     
    There are some exceptions to this rule:
    
    1. A dirty hit on the team captain will earn you two clash icons, in addition
    to lowering his stamina and therefore worsening his stats.  Whack the team 
    captain whenever you see fit, as long as he has the ball.
    
    2. Kill the Quarterback.  As mentioned above, a dirty hit lowers stamina and
    makes a player worse.  A worse quarterback is easier to sack in the future.  
    
    Aside: Though everyone likes to that cool cutscreen you get when you cause an 
    injury, if you’re looking to win big, it’s probably better that the player
    stays up.  Player abilities decrease quickly as stamina is depleted and 
    computer players will be much less effective as they become weaker.  Consider
    the fact that second stringers are generally very good (third stringers are a
    different story), and you’ll agree that facing a 70-stamina first stringer is
    FAR more desirable than injuring the starter and facing a fresh backup.  (Not
    that the player really has much control over whether or not a dirty hit causes
    an injury….  This is just and interesting thing to note.)  Also note that only
    dirty hits can cause injuries.
    
    3. The use of clash will lead to one or more clash icons that will bring about
    unleash status.  Even if it means using up your last ounce of clash, it is
    well worth it to pull of that last juke or dirty hit that will lead to 
    unleash. (By the same token, if you’re a good brawler, feel free to land that 
    last dirty hit that starts a brawl.)
    
    C. UNLEASH: (blitziiic)
    
    Unleash is great because it has the potential to make for an easy touchdown or
    a turnover on defense…  but again, use it sparingly, and like clash, don’t use
    it for something that won’t earn you more clash.  Unleash should probably be 
    conserved more than clash because after an unleash move, you will be left with
    a totally empty clash meter (whereas with clash, you’ll only use a bit).  
    Personally, I think unleash should be reserved strictly for sacks and passing
    plays – passing plays, especially, because if you use clash as the receiver to
    try and catch a long pass, even if you don’t catch it, the game doesn’t count
    the incomplete pass as an “unleash move,” and will allow you to maintain 
    unleash status so you can just try again.
    
    Whatever you do, don’t unleash on a kick returner. Unless you cause a fumble, 
    you will have no clash left for defense.
    
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    IV. Offensive Strategy:  (blitziv)
    
    A. Intro (blitziva)
    
    You can use clash and unleash more freely on offense, because any gain of 
    yardage will lead to more juice in your clash meter.  
    
    That said, NEVER use clash and turbo together.  As both will provide you with
    a “boost” of sorts, it makes no sense to deplete both meters at the same time… 
    especially when there has been no evidence to suggest that their use in 
    conjunction with one another provides any additional boost.  A good strategy 
    for most plays is to use turbo from the start, then immediately switch to 
    clash when you need extra speed or a juke move.  By the time your clash is 
    depleted, your turbo will have recharged itself (turbo, unlike clash, 
    recharges during plays), and you’ll be able to deplete your turbo, hopefully
    on the open field. 
    
    In summary:
    
    Turbo->Clash when you get in trouble, hopefully to break the play open->Turbo
    
    B. Play Calling: (blitzivb)
    
    Most people will agree that it’s generally not too tough to put points on the
    board, and I’ve heard SEVERAL different play-calling strategies that have 
    worked for people.  Here’s what I do and you can take it for what it’s worth:
    
    PIRATE (speed set): It’s a shovel pass to the HB.  I could get through 
    campaign mode using nothing but this play and beat the computer every time
    convincingly.  Even late in the game, when the cheesy AI starts kicking in, 
    the computer can never seem to intercept this pass, as they never use 
    anything more than single coverage on the HB.  Make the catch, use clash
    to juke and/or break free, then turbo your way to the first down, or better,
    the end zone.
    
    Screen passes: They work like sweeps, except you seem to be able to pass the
    ball faster than it would take a RB to get around the end.  Same thing here
    as with PIRATE: make the grab, break free, and good-bye.  Maybe through the
    computer a taunt for good measure….  Screen passes are especially good for
    short yardage situations.  
    
    Note: The game counts any pass where the reception is made before the line
    of scrimmage as a running play.
    
    Another note: If the pass involves throwing the ball backwards, and the pass
    is incomplete, it will be ruled a fumble (consistent with NFL rules… 
    surprised?)
    
    Option Plays: The computer will defend most option plays like passes… and 
    this is great because most often, the player with the option has enough speed
    to run around the end and pick up a cheap ten yards rather easily.  
    Ironically, I never throw the ball with anyone but my QB, because of their
    propensity to get picked off (unless, of course, you’ve jacked up a player’s
    arm strength and accuracy).
    
    Throw the Bomb when you have unleash status (see “UNLEASH” above): I like 
    flag patterns, but I guess the key is to look for single coverage, or better,
    open receivers.  Somewhere in the “tips,” the game says that unleash passes
    can’t be picked off.  I don’t know how true that is.  As to my recollection, 
    I’ve had these passes picked on occasion, so use caution.  
    
    (Almost) NEVER PUNT: On the more difficult play settings, or late in campaign
    mode, the computer is a pretty nasty punt returner and will often bring the
    ball back to the line of scrimmage or better.  Just go for it….  Who knows?
    Maybe the computer will pick the pass off and get lousier field position than
    it would had you punted.  Of course, there definite exceptions to this rule,
    like when you think you can get a touchback, or you’re on your own two yard
    line, etc.  Use all the discretion you want, but as campaign mode progresses,
    you’ll find yourself punting less and less for the above-stated reasons.
    
    C. Other considerations: (blitzivc)
    
    Contrary to most sports games, the computer never seems to catch on when you
    run the same play repeatedly -- the moral of the story being, of course: If 
    it works, do it over and over and over again.
    
    Second stringers are GOOD.  Don’t be too upset when your starters get whacked.
    
    The comeback AI is downright raunchy in this game.  If you get up by a few 
    touchdowns in an important game, the computer will cause turnovers out the 
    proverbial yin-yang.  The computer will also appear to run faster, hurt more 
    players, and “appear” in the right place at the right time after a cutscreen
    or unleash move.  
    
    Yeah, it’s THAT bad.  But you can fight back, here’s how:
    
    EAT THE CLOCK: Fight fire with fire and perform one of the sleaziest tricks 
    in the book.  The AI gets really underhanded later in the game, so just let 
    that clock tick down in order to give it fewer opportunities to screw you.  
    Persist with running plays, let the clock tick all the way down before you 
    select the play, then the game will give you eight more seconds to milk off 
    the clock before you snap the ball and begin the cycle again.  Since quarters
    in campaign mode are only 2:00 long, you can eat the better part of a quarter
    in one set of downs.
    
    THE SIDELINE CAN BE YOUR FRIEND: If, for some reason, you DO desire to gain 
    substantial yardage late in the game, keep it close to the sidelines and keep
    those sleazy fumbles and pass drops out of bounds.  (This trick helps with 
    kickoff returns, too.)
    
    EAT DIRT: When you’re on the ground, the computer only has to touch you to end
    the play.  Use the square button to dive, and the computer will have fewer 
    opportunities to whack the ball away from you.  (Also, diving helps a lot when
    you really need to stretch for that first down or touchdown.)
    
    Another advantage to the weak AI is that the computer doesn't catch on when
    you run the same play on it over and over again (despite what many frustrated
    players have said).  This, as you will see, is especially true of defense.
    
    One more consideration:
    
    In my opinion, the game actually gets EASIER when the computer has a huge hole
    to dig itself out of.  Though occasionally it gets a cheap turnover, it runs
    the same pass plays over and over again on offense.  You don't have to ever 
    worry about defending against the run, and can get easy sacks on a QB in an 
    empty backfield.  Once again, just make sure there are players up-field that
    will be there to whack the intended receiver in case the QB is lucky enough 
    to get the pass off.  (You'll hear a lot more about this as you read on.)
    Combine this with the fact that the computer never punts when it trails 
    considerably in the fourth quarter, and a good player has the opportunity to
    run up a huge score.
    
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    V. Defensive Strategy: (blitzv)
    
    A. Intro (blitzva)
    
    Defense wins games.  People who complain about the AI do so because those 
    cheap turnovers turn into quick touchdowns because of their inability to stop 
    the computer on defense.  Indeed, most people find defense far more difficult
    than offense.  
    
    B. Play Calling (general): (blitzvb)
    
    Once again, I’ve heard several people say several things that all could 
    conceivably work on defense.  I will disclose my strategy later.  However, 
    allow me to say first that most strategies incorporate two basic tricks:
    
    1. Kill the QB: This gets a little tricky because the computer has superhuman
    ability to exploit “QB Evade.” Nearly every experienced player will agree 
    that the easiest way to get to the QB is with a linebacker… DBs line up too 
    far away (or worse, outside the view of the screen) and tackles and ends tend 
    to get blocked.  
    
    The “Sack Trick”: Pick a defensive scheme with two or three linebackers and 
    line up as an outside linebacker (I always choose the left side, but I’m not
    sure it matters), and go after the QB.  The computer tends to bootleg to the
    side that DOESN’T have you on it… but that’s not a problem.  You should be 
    able to switch to the opposite side outside LB and put a dirty hit on the 
    quarterback.  Bulking up your OLBs will definitely be of service here.
    
    Once you put one dirty hit on the quarterback, it will become increasingly 
    easier to get sacks because of the loss in the QBs stamina, which, as 
    mentioned before, leads to stat losses.
    
    2. Whack the intended receiver: **DON’T waste your clash and use a dirty hit.
    Play it safe and get good at hitting the receiver before the pass gets there.
    Then there’s no debate as to whether or not the computers going to burn you 
    after (or during) the catch.  (This becomes easier as you bulk up your CBs.)
    
    ** Dirty hits do you no good at all unless the player being hit has possession
    of the ball.  Hitting a player without the ball will never cause an injury or
    any loss in stamina.
    
    C. Play Calling (my strategy): (blitzvc)
    
    On offense, the computer only seems to kill you with the big pass play, or if
    you make some dumb mistake such as missing a few tackles.  The computer VERY 
    rarely seems to nickel-and-dime you ten yards at a time all the way up the 
    field.  SO, I never get overly aggressive, and tend to call zone plays that
    essentially let the computer have its five to ten yards, then punt on fourth 
    down.  
    
    GLOVE and COVER
    
    I ALWAYS come out in a balanced set and play either GLOVE or COVER.  I line
    up as my left side outside linebacker, and “fan” left.  “Fan” is a term pretty
    much only known by football players and coaches (that’s the washed-up player
    in me).  What I mean by it is to move tentatively to the left, and if you see
    the ball-carrier moving toward you, make a hard move up-field for the dirty 
    hit.  If the computer goes right, both SPREAD and COVER provide for an 
    opposite side LB that does the same thing, who will also be able to go in for 
    the dirty hit.  If the QB is lucky enough to get the pass off, it will most 
    likely be a short one which will only gain a few yards, and may be picked off
    by zone coverage.  In the unlikely instance where the computer manages to get
    off a bomb, SPREAD and COVER put two DBs, two safeties, and a LB downfield so
    you can whack the intended receiver before the pass arrives.
    
    If the computer decides to run, don’t be too aggressive.  Several players 
    (props to pubbisk, who persuaded me to write this FAQ) have said several 
    things to suggest that when the computer wants ten yards on a running play, 
    the computer is going to get ten yards on a running play no matter what.  I 
    tend to keep my defenders in the backfield and wait for a safe opportunity to
    hit the RB.  As mentioned earlier, once the ball carrier is beyond the line of
    scrimmage, it doesn’t make much sense to waste your clash to put a dirty hit
    on him unless he's absolutely killing you, or you desperately need a turnover.
    
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    VI. Special Teams Strategy: (blitzvi)
    
    A. Kickoffs: (blitzvia)
    
    A lot of people seem to have so much trouble containing the computer on 
    kickoffs that they do onside kicks, or just shank the kick out of bounds. 
    Don't do that. Here's a better alternative that involves exploiting the 
    computer's raunchy AI:
    
    The computer tends run to the side that doesn't have you on it (hence the 
    “Sack Trick”). So on kickoff, aim your kick as far as you possibly can to one
    side (I say left, because the star returner always lines up to the right), 
    and kick as hard as you can. As soon as the kick is off, switch to the nearest
    defender to the ball, which will be the cornerback that lines up to the far 
    side. Hold turbo and move slightly inside the point where the ball carrier is,
    and the ball carrier will ALWAYS make a move outside. From that point, just go
    tackle him with that same cornerback. Use the sideline as an extra man and
    returners will hardly ever get away.  (This becomes easier with jacked-up 
    cornerbacks, providing yet another reason to train your CBs.)
    
    Get this trick down and you'll have better field position, plus more 
    opportunities for fumbles, than you would if you were to simply kick the ball
    out of bounds.
    
    As mentioned above under “offensive strategy” (for some reason), whatever you
    do, don’t unleash on a kick returner.  Unless you cause a fumble, you will 
    have no clash left for defense.
    
    B. Kickoff Return: (blitzvib)
    
    Kickoffs are fairly easy to break open.  Use this trick again:
    
    Turbo->Clash when you get in trouble, hopefully to break the play open->Turbo
    
    Since you earn clash for kickoff return yards, feel free to burn up all your 
    clash in an effort to get into open field.
    
    I always try to run up the sidelines… but I think that’s just a matter of 
    preference.
    
    C. Punts: (blitzvic)
    
    Don’t punt.  See “play calling” under “offensive strategy” above.
    
    D. Punt Return: (blitzvid)
    
    It’s very difficult, but not impossible, to block a punt.  It involves jacking
    up your outside LBs, attempting to get around the offensive line, and being 
    very, very, lucky.
    
    Punt returns are also fairly easy to break open, but beware: you won’t get any
    clash juice for punt return yardage (though I still can’t figure out why 
    not), so only use clash if you think you’re going to break open a big one, 
    or else you won’t have anything to start up your offense with.
    
    The computer will not punt in the fourth quarter if it is down by more than a
    touchdown.  It just won't.
    
    E. Field Goals: (blitzvie)
    
    Like punts, I seldom use them.  The arrow to aim a field goal is WAY more 
    sensitive than the arrow to aim a punt or kickoff, and the inconsistency 
    throws a lot of people, including myself, off.  I suppose this just depends
    on how good you are with the kicking mechanism, but for me, in most situations I
    find that I’m just as likely to get a first down or touchdown as I am to nail
    a field goal.  Like always, there are exceptions to this rule, like when 
    you’re up by 6 with 30 seconds left in the game on the five yard line.  
    
    F. Field Goal Block: (blitzvif)
    
    Again – very hard, but not impossible to block.  Jacking up your corners
    will serve you well here as well.  A speedy corner will occasionally get lucky
    and whack the holder, or occasionally outright block the kick.
    
    The computer misses a disproportionate amount of field goals and extra points,
    even on the more difficult settings.
    
    Several people have suggested lining up in different sets that allow your 
    speedier players to line up closer to the ball.  While I don’t mean to say 
    these strategies are without merit, I have always enjoyed the most success 
    with plain-old FG BLOCK.
    
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    VII. Campaign Mode: (blitzvii)
    
    A. Intro: (blitzviia)
    
    There are SEVERAL aspects of campaign mode that I cannot explain, which might
    be due to glitches, ignorance on my part, or some combination of the two.  
    I will supplement this FAQ with any revelations that come to me as time 
    progresses.  In the meantime, please give me the benefit of the doubt and 
    consider inexplicable stat and development losses as errors on the part of 
    the game.
    
    In my opinion, the campaign mode could have been made light years better by 
    improvements to the character development portion of the game.  It seems that 
    players can very rarely develop a team with more than six bars in any 
    category, and that very, very few players can figure out how to spend their 
    money to optimize their gains.
    
    B. Character Development (blitzviib)
    
    Though improvements could definitely be made, I still consider player 
    development to be the most fun of campaign mode.  Though this topic is 
    subject to debate, the following worked very well for me:
    
    1. Training: (blitzviib1)
    
    As defense is much more important than offense, as indicated above in “intro” 
    under “defense,” I suggest you focus the majority of your training efforts 
    onto defense.  It’s easier to score with a lousy offense than it is to make 
    stops with a lousy defense.  Even as your level of play improves, to really 
    run up the score you're going to want to be able to make quick stops on D.
    
    QB: *Arm Strength, *Arm Accuracy (who else can benefit from these?)
    
    HB: *Break Tackle, Speed, Hands 
    
    FB: *Break Tackle,
    (The FB is rather useless unless you can develop him to the level of a HB.)
    What I did with my FB was wierd -- I developed his arm to the level of a QB
    and constantly ran options.
    
    WRs: Hands, Speed, *Break Tackle
    
    TEs: Hands, *Blocking
    
    OL: *Blocking, Strength
    
    DL: Strength, **Tackling
    
    LBs: **Tackling, Agility, Strength
    
    LBs play a crucial role in most defensive schemes, as most players agree 
    sacks are easiest to get when you line up as an OLB.
    
    (SPOILER: When you win the D-III Championship, you will sign the ILB 
    Bruno Battaglia – so don’t waste training efforts on your middle linebacker 
    until you get Battaglia.)
    
    CBs: Speed, Hands, Agility
    
    This should be first priority.  Good corners can pick off passes, whack
    the intended receiver (remember, there is no pass interference in this 
    game), block FGs and extra points, and make stops on the above trick under
    “kickoffs”
    
    S: Speed, Hands, **Tackling, Agility
    
    Train them the same as corners, but in the great scheme of things, they’re 
    not as important.
    
    Ks: Kicking (duh)
    
    (If you train tackling, in time your kickers will stop throwing that girly 
    arm tackle.  Still, in my opinion, it’s not worth wasting a tackling slot on
    a player who’s only on the field a few times a game.)
    
    * It should go without saying that Arm Strength, Arm Accuracy, Break Tackles,
    and Blocking are offensive skills that well, should only be trained by players
    who will actually be used on offense.
    
    ** Same goes with tackling on defense.  (I am also led to believe that agility
    only improves ratings on defensive players, no proof though.)  
    
    Resist Injury:  As backups are generally pretty good, I’ve only used this to
    fill empty slots for offensive players.  (I’ve never had a defensive player 
    get hurt, but that doesn’t mean it can’t happen.)  
    
    SPOILER: Don’t waste Resist Injury on your rookie.  He will go down in the 
    first D-I game against the NY Nightmare and be out until the next time you 
    play the Nightmare.  Of course, you can avoid this by essentially throwing 
    that first game by punting every time you have the ball.  **In fact, rookies
    and captains will automatically improve regardless of how much they train as
    the season progresses.  
    
    (NOTE: the above should just be enough to get you started.  As players 
    develop and/or max out, you will definitely want to switch things up.)
    
    2. Supplements: (blitzviib2)
    
    Though the jury is still out on supplements, here’s my opinion:
    
    GIANT WASTE OF MONEY
    
    Though not proven, there is still plenty of evidence to suggest that the 
    benefits of all supplements, both legal and illegal, disappear after their 
    three week use.  As training upgrades and, as you will see later, equipment, 
    offer gifts that keep on giving, I firmly maintain that your hard-earned 
    money is better spent elsewhere.
    
    (In my opinion, this game could have been made SO much better if illegal 
    supplements could turn your guys into beasts.)
    
    3. Equipment: (blitzviib3)
    
    Now this seems like a better deal.  Equipment offers a stat boost to your 
    entire team for the remainder of the game.  
    
    You will definitely want good shoes, as they will provide improvements to 
    both your defense and offense.  I’ve found the shoulder pads to be helpful, 
    too.
    
    NOTE: If you buy two sets of the same equipment, the stat boosts WILL NOT 
    add on top of each other.  You will simply get the stat boost from the better
    set… so spend wisely.  Also, equipment gains will not improve player and/or 
    team ratings.
    
    4. VERDICT: (blitzviib4)
    
    There is no better way to permanently improve your team's stats than training
    upgrades.  Spend all your money on training upgrades in D-III an D-II.  If you
    are successful in betting on games, this should take care of you rather well.
    If all goes well, you will find yourself about halfway through D-II with no
    more training upgrades to buy (the level 2 upgrades don't unlock until D-I.)
    From there, you have two options: either start buying equipment then and there
    (note what I said before: only buy the best!), or save your money for when the
    level 2 upgrades unlock.  I suggest you save your money.  Then, when you 
    finally get to D-I, you will have more than a million dollars to blow on 
    top-of-the-line training upgrades on the very first week.  Sit back and watch
    your team develop all the way through D-I.  
    
    Towards the end of D-I, you'll realize that your team just doesn't have that 
    much time left to improve from training upgrades.  You may then decide to
    spend some dough on the equipment.  (See above: shoes and shoulder pads are
    decent.)
    
    DON'T waste your money on supplements.  They're pricey and the benefits are
    not permanent.  (Though the experimental military juice at the end of D-I is 
    pretty sweet.  Save your game and try it.)
    
    C. Strategy: (blitzviic)
    
    1. Team Creation: (blitzviic1)
    
    Colors: Decide what's important to you.  If you want to be able to easily
    identify your players, pick loud, obnoxious colors so you don't confuse your
    players with the other team (a really common problem, especially in brawls.)
    Of course, a good-looking uniform might be worth the problems to some people.
    
    For the beginner:
    
    Draft the HB to run easy sweeps and sign the LB for easy sacks.
    
    Advanced:
    
    Draft the QB and it will be ridiculously easy the throw the bomb, especially
    once you get a good grasp on clash catching.  Train wide receivers for speed
    and hands to strengthen this strategy.  You'll find yourself only running on
    short yardage situations.
    
    Sign the safety, who quickly becomes a BEAST in the secondary and, as 
    mentioned before, the computer only seems to kill you off the long pass,
    having a talented, hard-hitter in the secondary with good hands is a major 
    asset to your team.  (SPOILER: Consider the fact that you will get Battaglia 
    after D-III.  You don't really need the LB, anyway.)
    
    Coaches pretty much give you what the game tells you.  The only aspect of 
    gameplay that is highly dependant on your coach is the playbook, and there
    are good plays in every playbook.
    
    You would think the stadium would matter, but from my experience, it doesn't.
    (I was hoping turf would aid a passing game, but the difference is 
    neglible or even non-existent.)
    
    2. Team Development: (blitzviic2)
    
    See VERDICT above (blitzviib4)
    
    3. Other considerations: (blitzviic3)
    
    Don’t be too chicken to bet.  Though there is some evidence suggesting that 
    the AI may get more desperate when you bet, a decent player’s wins through 
    betting will far exceed his losses.  
    
    On the same note, run up the score for extra money.
    
    Most of the cutscreens in Campaign Mode have nothing to do with gameplay 
    whatsoever.  If you fast forward through them by pressing triangle, you won’t
    be missing much.
    
    The only point to completing weekly challenges is unlockables, which won’t
    have any bearing on your season, stats, or bank account.
    
    -----------------------------------------------------------------------------
    
    VIII. Teams (blitzviii)
    
    I've found that how the computer plays a team is highly dependant on who the
    captain is.  For example, teams with a star RB tend to run more often than a 
    team whose captain is a QB, just as teams with a LB captain tend to blitz, and
    teams with a DB tend to play a zone.
    
    Please note that full rosters can be found at the official game website: 
    www.blitzleague.com
    
    Las Vegas Aces: 
    
    Team Captain: RB Kelvin Diggs
    
    Strategy: Like most teams with a RB captain, this team is not too hard to
    stop.  Defend conservatively against the run to slowly but surely develop a 
    lead.
    
    Dallas Aztecs:
    
    Team Captain: QB Julis Williams (a Donovan McNabb rip-off?)
    
    Strategy: Most teams with QB captains are tough, and this one is made all the
    tougher because Williams has speed.  They'll go to town on you with QB sweeps
    and passes.  I suggest taking a linebacker and "shadowing" Williams in the
    backfield so he doesn't get around the end.  Put dirty hits on him whenever
    possible to slow him down.
    
    Baltimore Bearcats:
    
    Team Captain: LB Bruno Battaglia 
    
    Strategy: Teams with an LB captain can occasionally cause problems with sacks,
    but other than that, they're pretty much beatable.  This team is no exception,
    and after D-I, (SPOILER) the colorful Battaglia will become yours (and he 
    desperately needs to be trained.)
    
    Carolina Copperheads:
    
    Team Captain: QB Grant Tanner
    
    Strategy: This team can really move the ball on offense, but is a total
    pushover on defense.  It's satisfying to whack Tanner.  Run up a high point
    total by exploiting their lousy secondary with long passes and clash catches.
    
    Kansas City Crossfire:
    
    Team Captain: DT Tyrell Price
    
    Strategy: For some reason, I completely murder this team whenever I play them,
    though every now and then, Price puts a hit on my QB.  Just be careful in the
    backfield and play your basic strategy.
    
    Cincinnati Crusaders:
    
    Team Captain: RB Kwazi Mbutabe
    
    Strategy: Same as the Aces, but a bit easier.  Once you hurt Mbutabe, their
    offense is pretty much useless.
    
    San Diego Cyclones:
    
    Team Captain: CB Ezekial Freeman
    
    Strategy: Without a doubt, teams with strong DBs give me the most trouble, 
    mostly because they do the most to take away big pass opportunities and turn
    them into turnovers.  Freeman is no exception, and once he rips you off, he'll
    infuriate you further by spitting out a bible verse.  I'm serious; this guy
    gives me more trouble than Quentin Sands.  That said, he CAN be beaten, 
    especially by a master of clash catching, and to a lesser extent, screen 
    passing.  Offensively, they're tough but nothing to write home about.
    
    Detriot Devils:
    
    Team Captain: WR Cookie Wallace
    
    Strategy: Aim your kickoffs to the left to avoid big returns by Wallace (he
    lines up on the right).  This team can be tough because they favor the pass,
    which, as mentioned earlier, is the computer's best weapon.  Plus, Wallace can
    come up with some total BS catches.  Like all teams with a WR captain, they'll
    throw to that captain about 50% of the time.
    
    Denver Grizzlies:
    
    Team Captain: None
    
    Strategy: You won't play this team in campaign mode.  I have no clue why not.
    
    Orlando Hammerheads:  
    
    Team Captain: None
    
    Strategy: Same as above.  Visit the official game website: 
    www.blitzleague.com, and it really knocks this team and the above Denver
    Grizzlies.  Knowing this, I'm gonna spend some time playing them on quick
    play to discover what's up.
    
    Chicago Marauders:
    
    Team Captain: QB Shane Spain
    
    Strategy: All hail Spain!  Ha, hardly.  Just be careful because they throw
    a lot.  Beat the daylights out of Spain and earn a ton of clash icons.  Big
    money here.
    
    New York Nightmare:
    
    Team Captain: LB Quentin Sands (LT)
    
    Strategy: The best team in the game, and the computer plays them like it.
    I can't offer you any more advice than to play your absolute best game.  The
    plus side is that, in campaign mode, the game will always place you as the
    underdog -- so winning bets is fairly easy.  
    
    Arizona Outlaws:
    
    Team Captain: WR Tito Maas
    
    Strategy: Since they're a D-III team, they should be a pushover.  Watch out
    though -- they go to Maas A LOT, and he can occasionally pull out a Jesu-like
    catch and run thereafter.
    
    Minnesota Reapers:
    
    Team Captain: RB Tony Forbes
    
    Strategy: Of all the teams with RB captains, this one is the toughest, and 
    will play you VERY tough in the D-II championship game.  Once again, defend 
    conservatively against the run, but be careful: Forbes is a decent receiver,
    too.
    
    Washington Redhawks
    
    Team Captain: DE Jacob Williams
    
    Strategy: Williams isn't overbearingly tough, but their QB Mexico can case
    problems.  Mike Mexico, No. 7, is so much of a rip-off of Mike Vick that I'm
    surpised he never filed suit.  Don't believe me?  Do a google search on "Ron
    Mexico."  Even though Mexico plays like Vick as well, the Redhawks are still
    just a D-III team and should therefore be easy to beat.  Dirty hit Mexico 
    whenever possible to slow him down.
    
    New England Regulars:
    
    Team Captain: CB Vonnie Treonday
    
    Strategy: Same as the Cyclones, but even though New England is a D-I team, 
    they don't get to me as badly as San Diego and that Amish guy Freeman does.
    Still, a very tough team.  In my opinion, the second best team in the game.
    
    Seattle Reign:
    
    Team Captain: DL Chad Longstreet
    
    Strategy: Longstreet can be frustrating, but all-in-all, this team is the
    easiest victory in D-I.
    
    -----------------------------------------------------------------------------
    
    IX. Random Post-FAQ Rambling (blitzvix)
    
    This is the section that can be found in any FAQ in which the author tells you
    about a whole bunch of garbage that you totally don't care about.  As my FAQ 
    is no different, I encourage the stalkers or the extremely bored to read on.
    
    This is my first FAQ ever.  I started it at work because all the typing made
    me look so busy that noone gave me any work to do.  Ironically, I think this 
    game, though fun, is rather poorly made.  Further, I don't consider myself a 
    very good gamer either -- I'm just nasty at whacking the computer at this 
    particular game -- oh, and Hot Shots Golf 3.  I may very well be the world's
    best Hot Shots Golf 3 player, having shot 21 under on several of the courses.
    LOL -- Hot Shots isn't exactly a pinnacle of modern gaming either.
    
    I am in the process of getting an email address for this FAQ so I can read
    people's complaints, or if I'm lucky, positive feedback and suggestions.  If
    and when that does happen, I'll make a new version and put it in there.  In 
    the meantime, please direct your questions or concerns to the message board
    for this game on gamefaqs.com.
    
    -----------------------------------------------------------------------------
    
    X. Version history (blitzx)
    
    1.0: Garbage.  It was meant as an email to someone else who was going to do an
    FAQ.  When that email turned 9 pages long, I decided to do my own.
    
    1.1: I finally learned how to meet contribution requirements on gamefaqs.com
    
    1.2: Touched up FAQ formally and grammatically, added more explicit directions
    and tips for campaign mode.
    
    1.3: Touch ups; Added controls and teams in order to officially make this an 
    "FAQ"