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    FAQ by JHarring

    Version: 1.3 | Updated: | Search Guide | Bookmark Guide

    Version 1.3
    NFL Blitz FAQ by Joshua Harring (harring@student.umass.edu)
    Table of Contents
    I. Intro
    II. Revision History
    III. Stuff you need to know
    IV. Offense
    V. Defense
    VI. Situational
    VII. Conclusion
    I. Introduction
    Note from Josh:  Hi guys!  Sorry there hasn't been an update in a long 
    time, but I couldn't receive email because my school erased my account 
    (grrr...).  Something about an overflow of messages.  Oh well.  But I'm 
    back so feel free to send in those strategies.  - J.
    Hello, football fans!  Welcome to my FAQ for the best arcade football 
    game currently on the market.  It's about time someone made a really 
    great arcade football game.  I was tired of seeing them made by Japanese 
    guys who know very little about the game of football (witness Rushing 
    Heroes, Football Fury, et al).  My deepest gratitude goes to the folks 
    at Midway.
    So what's in this FAQ?  Basically, it's a bunch of strategies that I 
    have formulated after watching and playing many games of NFL Blitz.  
    Yes, even though this is an arcade football game, that doesn't mean 
    there's no strategy.  I was inspired to write this because I was tired 
    of watching player after player do nothing but throw long bombs and 
    blitz everyone every time.  So I have come up with strategies that 
    emphasize the primary things needed to win football games, that is, 
    stuff like ball control, coverage, and play selection.  All of these 
    strategies are strictly my opinion, so if you don't like them, fine.  
    Everyone is entitled to their own strategy, and in fact I encourage you 
    to invent your own or tinker with mine.  I wrote this to help out 
    beginners looking for direction and perhaps give seasoned veterans new 
    weapons in their arsenal.  This is by no means the "official" 
    strategy, or that no other is as good.  In fact, I still consider myself 
    only an adequate NFL Blitz player (although I am familiar with Madden 
    and all those other great home football games).  Once again, you are 
    encouraged to come up with your own game plan.  If you need some help 
    getting started though, allow me to try to assist you.
    II. Revision History
    Version 1.3 - Added a couple things from Mike Lucas 
    <nfl_blitz_master@hotmail.com>, including how to use Suicide Blitz 
    Version 1.2 - Added some minor strategies for passing, blitzing, and 
    kick returns, thanks to some thought-provoking questions asked by 
    Version 1.1 - Added some strategies for offense, defense, and especially 
    situational.  Many situational strategies were sent to me by Miguel 
    Gomez.  Also, I forgot to include a whole section I wanted to put in the 
    first release!  That section is about when to go for 2, and it's in the 
    Situational section now.
    Version 1.0 - First release.  Many strategies for offense, defense, and 
    situational, as well as the "Stuff you need to know" section.
    III. Stuff you need to know 
    NFL Blitz is different from most football games.  The most obvious 
    difference is the fact that each side has only seven players!  And three 
    of those seven players are anonymous down linemen who have little impact 
    on the game.  So it boils down to a four-on-four matchup.  Note that no 
    one really has a "position" (except for the QB).  For example, Emmitt 
    Smith is not strictly a running back, nor is Jerry Rice just a wide 
    receiver.  It's more like everyone is just a "player", that is, all 
    the offensive guys can run, catch passes, and pass themselves, and all 
    the defensive players are crosses between pash rushers, linebackers, and 
    defensive backs.  Realizing this is important.
    More differences include two-minute quarters and 30 yards for a first 
    down.  If you want to make an analogy between this game and real 
    football, imagine that three yards in this game is one in the NFL.  So 
    in this game, third and 15 is kind of like third and 5 in real life. It 
    is quite easy to accumulate yardage in this game, so you'll often find 
    higher-scoring games than those of the NFL itself.  Defense takes a 
    backseat in many players' minds, but it is very important.  As the old 
    cliche goes:  "Defense wins championships."
    Each team is rated in five categories:  Passing, Rushing, Linemen, 
    Special Teams, and Defense.  They are rated in these categories on a 
    scale of 0 to 5, 5 being best.  Using these ratings, the best teams are 
    Dallas, Denver, Green Bay, and New England.  Needless to say, they are 
    also the most popular teams in this game (at least around here, they are 
    :) ).
    On offense, you have two pages of nine plays each to choose from.  They 
    all look like passing plays, but some of them have a guy staying behind 
    the line of scrimmage as a kind of "safety" receiver.  Note that if 
    someone catches the ball behind the line and then runs upfield, it is a 
    run.  When someone catches the ball beyond the line, it is a pass.
    On defense, there are nine plays, a mixture of blitzes and zones.  
    Unfortunately, I see far too many people blitzing constantly with too 
    many players at once.  It is important to follow the play as it is 
    designed.  Failure to do so probably will cause you to get burned.
    You have no control over punts, except choosing to do it, of course.  So 
    that means where and how far the punt goes is totally random, which 
    kinda sucks if you wanted to try the "coffin corner" strategy.  On 
    field goals, you control only the accuracy by trying to stop a football-
    shaped icon in the center of a bar-shaped meter. (This is kind of like 
    shooting free throws in NBA Live if you're familiar with that game.)  
    You have no control over kickoffs, and I've yet to see a touchback on a 
    kickoff, so there will always be a kick return.  I've never seen a score 
    on a kick return, partially because you'll run out of turbo before you 
    reach the end zone, so don't worry too much about that.  To get good 
    yardage on kick returns, sometimes it's better to run straight up the 
    field.  If there's a lot of people around, your man will go into the 
    "bull charge" pose, which is effective at knocking away tacklers.  And 
    when defending kick returns, the computer is usually very reliable and 
    will run straight up the field, setting him for a head-on diving tackle.
    IV. Offense
    Ah yes, that part of the game almost everyone loves, the offense.  
    Spectacular plays, hail mary passes, whatever you will.  Sadly, again I 
    see a lot of people trying nothing but those passes.  (Forgive me if I'm 
    sounding repetitive.)  It is important to realize that a sound running 
    and short passing game is often far more effective than those long 
    bombs.  Yes, it may be mundane, but I find it works for me for scoring 
    consistently.  One of the dangers of long passes is throwing into 
    coverage.  In this game, throwing into coverage often causes the ball to 
    be tipped in the air (in a manner reminiscent of NFL GameDay), up for 
    grabs.  Often the CPU will come down with the ball, causing an 
    interception, or they will at least knock the ball away, forcing an 
    The best kind of plays to run are those that give you a safety option.  
    What I mean by that is that there is somebody behind the line of 
    scrimmage besides the QB who can bail him out with a short reception if 
    no one is open downfield, or if a hard-charging defensive player is 
    trying to blitz the QB.  Such plays as these include "Back Split", 
    "Screen", "Criss Cross", and "Turmoil."  You'll notice that Back 
    Split gives two safety options, one to either side.  You might also 
    notice that the plays I just mentioned are all on Page 1 of the 
    playbook.  I find that knowing just a few plays works well than trying 
    to know all 18.  Many of them are similar to each other anyway ("Da 
    Bomb" and "Hail Mary" for example).  Of course, you might endeavor to 
    learn more than three, but they are good ones to learn first.  When you 
    choose a play, try to choose one that does not have receivers crossing 
    over each other.  It is possible to get confused as to which direction 
    to press for each receiver.  Also, if receivers are clustered together 
    on one side of the field, it is easier for the defense to cover them, so 
    try to choose a play that has your guys spread out all over the field. 
    Also take advantage of play-flipping.  The blue button flips the play, 
    so that a guy who would be running left is now running right, and vice 
    versa.  You want to run plays to the wide side of the field, so that a 
    receiver has more room to avoid defenders.  Remember that the ball is 
    snapped on the hash mark closest to where the ball carrier was tackled 
    on the previous play (except of course, if he was tackled in the middle 
    of the field).  
    Before you snap the ball, take a second to look over the defense.  All 
    teams in this game have the same playbook, so knowing your plays will 
    enable you to identify what type of defense has been called.  You can 
    often tell right away if it's a zone or a blitz with man-to-man 
    coverage.  Knowing that it is a blitz should alert you to get rid of the 
    ball very quickly, which is why having plays with safety options is 
    important.  Also, if you know which man is going to blitz, and one of 
    your receivers will be in his section of field, you can pass to that 
    receiver who will probably be wide open.  If it's a zone, your downfield 
    receivers will most likely be covered, and running the ball is a bit 
    more difficult.  Running the ball to the wide side of the field in that 
    situation enables you to have a bit more room to avoid, stiff-arm, 
    hurdle, and otherwise bypass defenders.
    Once you snap the ball, execute the play as planned.  If you see a blitz 
    coming, pass to your safety guy.  You can also try scrambling to the 
    side of the field away from the blitzer to give yourself a bit more time 
    to spot an open man. If you have time to throw (i.e. no blitz from the 
    defense), look over the coverage and pass to the open man.  If no one is 
    open downfield, don't throw it into the coverage and risk an 
    interception.  Pass it to the safety option (that's what he's there 
    for).  However, you may even find at times that everyone is covered, so 
    in that situation have your QB run the ball himself.  Often the defense 
    isn't expecting it and your man can gain decent yardage.  This is most 
    effective when the defenders are in a medium-to-deep zone and are far 
    away from the line of scrimmage.  The QB can often gain 10-15 yards 
    before a defender is anywhere near him.
    When controlling the ball carrier, take advantage of the moves at your 
    disposal.  In my opinion, the most useful is the stiff-arm.  Many times 
    it is effective at throwing off a would-be tackler.  It won't always 
    work, but that's okay.  When using the hurdle, only use it when 
    defenders are coming up from behind you or you need a bit more yardage 
    to get that first down or touchdown.  Don't try to hurdle over someone 
    in your way, it doesn't work.  The spin move is also sometimes effective 
    at barrelling through defenders, but it increases the risk of fumbles, 
    so it should be used sparingly.  Trying to run around or change 
    direction generally does not work too well in this game, although 
    sidestepping a defender that is charging and ready to do a flying tackle 
    works well if you can time it right.
    If it turns out that you can't move the ball well this possession and 
    fourth down comes up, don't automatically go for it like so many players 
    do.  Instead, assess the situation.  If you're in your own territory, 
    punting is a wise idea, even if you only have a few yards to go.  Going 
    on fourth down is always a risk and if you fail in your own territory, 
    you're going to leave your opponent with an excellent scoring 
    opportunity.  If you're in your opponent's territory, consider the field 
    goal.  They are pretty easy to do and three points is always better than 
    none.  The times when you might not want to try the field goal is if you 
    have fourth and very short or you're down by a touchdown late in the 
    In certain situations, the best thing to do is try to make a long, 
    methodical drive to eat up the clock.  You would most likely do this 
    when you are ahead late in the game, or if scoring would put you ahead.  
    For example, if it's 21-21 with 1:30 left and you get the ball, you 
    don't want to score but then leave your opponent with ample time to come 
    back and respond.  This is when ball control, and the short game, is 
    important.  Don't go for big plays.  If you can slowly work your way 
    down the field and score, you're going to put your opponent in a very 
    desperate situation.
    Finally, mix up your plays!  Don't run the same one over and over again.  
    Even the dumbest of opponents would catch on to that.  However, it's 
    okay to run the same types of plays (like the short passing ones), since 
    I mentioned earlier that many plays are similar.  That way you can use 
    different formations to keep your opponent guessing, especially if you 
    throw in a different type of play every so often (like throwing a long 
    pass after a series of runs).  One exception:
    "Back Split is THE play, and if you run it every time, it is still 
    (from Mike Lucas <nfl_blitz_master@hotmail.com>)
    V. Defense
    Defense is probably the most important aspect of football.  It is often 
    overlooked by players who just want to have a wide-open high-scoring 
    game.  While it's okay to have a good time, to elevate your game to the 
    next level, you must play great defense.  And defense is about more than 
    just blitzing.  It's about coverage, showing the QB different looks, and 
    knowing exactly how the play is supposed to be run.  
    One of the most common things I see players do is blitz too much.  While 
    it may be exciting, blitzing is a gamble.  In essence, what it does is 
    take a defender out of coverage so he can force the QB to make quick 
    decisions.  Unfortunately, if he is capable of those decisions, he will 
    most likely burn the other team for a big gain.  While an occasional 
    blitz is not wrong, blitzing constantly with too many players at once is 
    If you're having trouble understanding why blitzing is dangerous (for 
    you), look at this reasoning.  You have four defenders.  The offensive 
    team has three receivers.  That means you have four people to cover 
    three guys.  Usually in that case, the QB won't find anyone open, and 
    the play won't get much, if any, yardage.  Now look at what happens when 
    you start blitzing.  One of the first things to know about blitzing is 
    that you will have man-to-man coverage instead of a zone, so each 
    defender is going to have to follow his man like white on rice.  That's 
    not always such a good idea (would you want a linebacker against Jerry 
    Rice?).  Blitzing one man makes it three against three.  That can be 
    managed, but it's dangerous.  Blitzing two men or more automatically 
    puts you at a disadvantage.  The offensive team will have more receivers 
    than you have defenders, which means someone will be wide open.  If the 
    quarterback sees it quickly enough, you will get burned.  Note that one 
    of the plays is a "Zone Blitz" (a current fad in the NFL), but again, 
    it blitzes two guys, leaving you with a two on three.
    A good play selection consists of zones, and possibly man coverage 
    (without a blitz).  "Medium Zone" and "Near Zone" are two of the most 
    effective.  "Safe Cover" is another good play.  "Deep Zone" is useful 
    for situations where you know your opponent has to make a long pass.  
    "Goal Line" is only useful when your opponent is within your 10 yard 
    line.  An occasional "1 Man Blitz" might also be a good tactic, but as 
    I can't stress enough, don't overdo it.
    Again from Mike Lucas:
    "The Suicide Blitz is safe to run, and to run often, under one 
    condition.  You don't include yourself in it.  It leaves you to block 
    passes, and to sack him hard!  The best I have done with this strategy 
    is 4th and 61."
    When you select your play, follow it as it's drawn up!  The biggest 
    mistake I see players make is bringing the guy they're controlling right 
    up to the line of scrimmage before the play to rush the QB when he's 
    supposed to be in a zone.  This takes that man out of coverage and 
    leaves his section of field wide open.  On zone plays, many times the 
    defender you control is supposed to stand there and read the play as it 
    develops.  If a receiver enters your zone, cover him.  However you can 
    select plays so that one of the defenders is supposed to blitz.  On 
    these plays, bring that defender right up to the line, but a short 
    distance to the side of the linemen.  That way, he won't get tangled up 
    with them, and has a clear path to pressure the QB.
    To successfully cover someone, follow them around as they run their 
    route.  If you stick close to them, chances are the QB won't risk 
    throwing into that area.  Also, trust that your computer-controlled 
    teammates are doing their jobs as well.  After all, you can't control 
    everyone at once.  
    A surprisingly common mistake I see a lot of players make is button-
    mashing on defense.  That's right, button mashers exist outside of 
    Tekken and Virtua Fighter, unfortunately.  What they do is suddenly 
    press every button repeatedly when the opposing QB throws the ball.  Do 
    you know what this does?  It causes every defender to dive, as if making 
    a flying tackle, and therefore they blow all their coverages.  That 
    means the receiver will make the catch, be able to run up field, and 
    possibly score by the time the defenders recover.  In fact, I see people 
    button-mash when trying to tackle a ball carrier, which is bad because 
    if one guy misses, then everyone else will, too.  So the moral of this 
    story is:  Do not button mash.  Controlled tackling is far more 
    If the ball is thrown in your direction, the most effective way to 
    insure the receiver won't catch the ball is to knock him down.  Yes, 
    that's right, pass interference!  It's legal in this game.  :)  Doing 
    this will most likely cause an incomplete pass.  You won't get too many 
    interceptions this way, but that's all right because you'll be stalling 
    the offensive drive and they will be forced to try to make big plays to 
    make up for it.  If you stick to your man and take him out before the 
    ball reaches him, you're doing your job defensively.
    Sometimes though, the receiver will still make the reception or one of 
    your teammates lets down his coverage just a little and his receiver 
    makes the play.  Don't get frustrated if this happens.  There's no way 
    you won't give up any points.  But if you consistently make solid 
    defensive plays, you stand a great chance of winning.  To give you a 
    sense of perspective, the best defensive player in the arcade I play NFL 
    Blitz at gives up 16 points/game.  
    The best way to take out the ball carrier is to make a diving tackle, 
    but from close range.  Make sure you are close to him before you attempt 
    a tackle.  Sometimes he will stiff-arm you out of the air.  That's all 
    right.  Pursue him.  Your computer-controlled teammates tackle well in 
    this game so don't worry too much about having to do things yourself.
    On that subject, don't overuse the Change Player button.  It's rare that 
    you will be able to switch to the nearest man and react quickly enough 
    to make a play.  Trust your teammates.  After all, in the NFL, defense 
    is all about working as a unit and trusting each other.  It's the same 
    idea here.  Don't be a gloryhound and try to make all the plays 
    yourself.  I have found that sometimes the computer makes better 
    defensive plays against itself than humans do!
    When fourth down comes up for the opposing team, don't assume they'll 
    punt or kick a field goal.  Call the defense you would call as if they 
    would go for it.  Many times (especially humans), the offensive team 
    will go for it on fourth down, and then wouldn't you be sorry if you 
    called punt return then?  Having a normal defense ready is safer.  So 
    what if you can't return the punt or block the field goal?  It's better 
    than giving up a big play because you assumed something.
    VI. Situational
    The following are strategies to use in certain game situations.  They 
    are based on time, score, field position, and down.  Note that many of 
    these that say `4th quarter' can also be used in overtime as well.  
    Tie Score (or losing by 1-3), Possession, less than 1:30 left in the 
         This is a great time to have one of those long drives.  Go for a 
    short, safe drive, gradually moving down the field.  Aim to get in field 
    goal range.  Don't worry if you can't score a touchdown, it isn't 
    necessary.  Try to kick your field goal with as little time left on the 
    clock as possible, so that your opponent can't march down the field and 
    score himself.  Note that if you're losing by 3 and don't want to go 
    into overtime (and pay more money), go for the TD.
    Losing by 4-8, Possession, less than 1:30 left in the game:
         Again, ball control is emphasized, but you need to have a touchdown 
    as your goal, because a field goal does you no good.  You might have to 
    take more chances or hope for a big play.  If you're losing by 7 and 
    playing against a human, it is NFL Blitz etiquette to go for 2 if you 
    score, rather than forcing both of you to pay for overtime.  (There are, 
    however, certain assholes out there who will kick the extra point and 
    force overtime.  Gee thanks, buddy.)  If you're losing by 8, well, you 
    have no choice but to go for 2. :)
    Losing by more than 8, Possession, 4th quarter:
         Score a touchdown as fast as possible, then go for an onside kick.  
    If you don't recover it, try to make a defensive stop.  If you do make 
    that stop, follow one of the above strategies for your next possession.
    Winning by 1-4, Possession, 4th quarter:
         Go for a methodical drive that scores a touchdown.  Not only will 
    you eat up the clock, your opponent will need two scores in a very short 
    amount of time.
    Winning by 5-8, Possession, 4th quarter:
         A methodical drive that has a field goal as its first aim.  If you 
    can score a touchdown, well, that's cool too. :)
    Losing by 1-8, No possession, 4th quarter:
         Make the best defensive stop you can muster and hope that you can 
    get the ball back without your opponent scoring and with enough time to 
    orchestrate a drive.
    Losing by more than 8, No possession, 4th quarter:
         Hope for a miracle (or for that computer assistance to kick in).
    Tied or Winning by 1-3, No possession, 4th quarter:
         A defensive stop would really be helpful.  If your opponent scores 
    a touchdown or field goal, you must come back and score yourself then, 
    and if he has knowledge of ball control, he probably won't leave you 
    with too much time to do that in.  If you have confidence enough that 
    you feel can stop your opponent from scoring, try to do so.  However, if 
    you don't think you can do it, you might want to let him score.  
    Seriously.  If you let him score quickly, you will most likely have 
    enough time to orchestrate your own scoring drive, winning the game. If 
    you're feeling like he can score no matter whether or not you attempt to 
    stop him, chances are you're better him off letting him score quickly.  
    If he's really smart, though, he'd probably do things like jump out of 
    bounds so he can kill more clock.  If he is that smart, you might as 
    well attempt to stop him then.
    Winning by 4-8, No possession, 4th quarter:
         Your opponent needs a touchdown.  Use the same strategy as above.  
    The good thing about letting him score quickly in this case is that you 
    would only need a field goal on your next possession, which isn't too 
    difficult.  Of course, if you think you can stop him, go for it!
    In your own territory, Possession, Less than :30 left in the half or 
         Throw a long pass to try to get in field goal range.  Once you're 
    in that range, if there is more than :10 left, do some short passes to 
    further advance.  Kick the field goal if there is less than :10 left 
    (unless you're within the 10 yard line and think you can make it).  Of 
    course, if it's the end of the game and you need a touchdown, go for 
    that instead of just a field goal.
    Opponent in his territory, No Possession, Less than :30 left in the half 
    or game:  
         Your opponent needs yards, and fast, so play "Deep Zone" and work 
    on stopping big gains.  Don't worry if you give up short stuff, it won't 
    matter because there's so little time.
    Start of overtime, You get the ball:
         The one thing you should know about overtime in NFL Blitz is that 
    it is not sudden death.  It's like basketball overtime.  If you get the 
    ball, score as quickly as possible.  That way, when your opponent 
    receives the ball and he goes down the field and scores, you probably 
    still have some time to get one more scoring drive in (even if it's just 
    a field goal, that's okay).  If you waste time on your first drive, 
    chances are your opponent will come back and score when he gets the ball 
    back, and you'll have to put in more money to play another OT (up to a 
    maximum of 3, fortunately).
    Start of overtime, Opponent gets the ball:
         Make a defensive stop if you can.  When you get the ball back, try 
    for a ball-control drive that lets you score with not much time 
    remaining.  If you stopped your opponent on his drive, you'll take the 
    lead without leaving him any time.  If you didn't, he won't have time to 
    come back and score again (in which case you're most likely headed to 
    another OT).
    4th down, Possession, In your own territory:
    4th down and short, Possession, Within Opponent's 40 yard line:
         Going for it is not a bad idea.  If you fail, you won't leave your 
    opponent with great field position.  Of course, if you're really 
    conservative, you can kick a field goal from this distance.
    4th down and long, Possession, Within Opponent's 40 yard line:
         Kick a field goal in this situation.  It's unlikely you'll make the 
    first down.
    The following situational strategies have been contributed by Miguel 
    Gomez.  All of these are when you are on defense.
    1st down:
         Try the play "Safe Cover."  It is a play which does man coverage, 
    and has the player you control as a free safety.  This defense works 
    because you will have a player near the ball at all times, so the threat 
    of big plays and open passes is reduced greatly.  The safety should hang 
    out in the middle of the screen, covering any receivers who happen to 
    break loose in that section of field.
    2nd down, less than 15 yards to go:
         Play "Safe Cover."  It only gives up short yardage, so your 
    chances of holding them under 15 yards are good.  A zone defense is less 
    effective in this situation.
    2nd down, more than 15 yards to go:
         Play "Medium Zone."  Although it gives up some short yardage, 
    there won't be any big plays by the offense, and the whole field is 
    covered.  Your intent here is to prevent them from getting the first 
    down, not necessarily from getting any yardage whatsoever.
    3rd down, less than 10 yards to go:
         You have two options here, both of which require you to play close.  
    "Safe Cover" is a good choice here, but instead of having your safety 
    float backwards into coverage, he should play near the line to make a 
    tackle before the ball carrier can cross the first down marker.  Your 
    second option is to play "Goal Line."  The reason why is as follows:  
    your defensive line will get a good push and will be able to rush the QB 
    with their hands up, causing a lot of deflections, and thus, 
    incompletions.  In this defense, you must be comfortable making tackles 
    with the man you control.  He should play in the middle, with his feet 
    on the first down line, ready to make a tackle.
    3rd down, 10-20 yards to go:
         Play "Medium Zone."  Your defenders will be on or around the 
    first down line, so they can defend passes which are thrown in that 
    range, which will probably happen since the offense will be trying for 
    the first down and probably passing that distance.  However, they may 
    try to surprise you by running the ball (maybe even with the QB) so you 
    must remain alert.  You might want to bring your man up in front of the 
    first down line before the play begins, because your teammates should 
    cover well.
    3rd down, more than 20 yards to go:
         Play "1 Man Blitz."  This forces the QB to throw the ball sooner 
    than he wants to, which is not good for him since he needs to throw deep 
    to get the first down.  The man coverage on the receivers causes any 
    pass to be contested, and because the QB must throw quickly, he will 
    only be able to make short passes, most likely causing his receivers to 
    be tackled without getting the first down.
    4th down, Goal to go:
         Play "Suicide Blitz" with one exception.  Your man should drop 
    back into a safety role so that he has a chance to tackle a receiver 
    should a pass be completed.  However, this is not likely as the QB has a 
    high chance of being sacked or his pass being deflected.  If he is lucky 
    enough to complete a short pass though, your man might have enough time 
    to tackle the receiver, unless the offensive team was very close to the 
    goal line to begin with.
    4th down, All other situations:
         Play "Safe Cover."  If your opponent doesn't go for it, it won't 
    matter, but if he does, then you have man coverage on his receivers, so 
    a defender will be around the ball at all times.  
    Please feel free to email Miguel at <elsanto@arches.uga.edu> with your 
    comments on his strategies.
    When to go for 2:
    Another thing I see a lot of players do is go for two after every 
    touchdown.  This is not a good strategy because going for two is a risk.  
    There are certain situations when going for two is appropriate and when 
    it is not.  These situations are based on score.  Note that when I say 
    something like "Losing by 1" in the following, I mean that is the 
    differential after the touchdown has been scored and a decision about 
    going for two needs to be made.
     Go for 1.  It will give you the lead and force your opponent to score.
    Losing by 1:
     Go for 1.  It will tie the game.  If, however, it is the end of the 
    game and you don't want to pay for OT, go for 2.
    Losing by 2:
     Go for 2.  If you make it, the game is tied.  If you don't, you're 
    losing, but that's okay because you would be losing anyway if you only 
    went for 1.
    Losing by 3:
     Go for 1.  This way a field goal would win you the game.  If you went 
    for 2, and failed, a field goal would only tie the game.
    Losing by 4:
     Go for 1.  A field goal would then tie the game.  If you went for 2, a 
    field goal would win you the game if you made the conversion, but if you 
    failed it, you would need another touchdown.
    Losing by 5:
     Go for 2.  A field goal would then tie the game.  If you fail the 
    conversion, you need another touchdown, but you would need another 
    touchdown anyway if you went for 1.
    Losing by 6:
     Go for 1.  If your opponent kicks a field goal, you are still within 
    one score.  Failing the 2 point conversion, and then your opponent 
    kicking a field goal would make it a 9-point game, which means you need 
    two scores.
    Losing by 7:
     Go for 1.  That way, if you score another touchdown, you only need to 
    go for 1 again to take the lead (because you would be tied).
    Losing by 8:
     Go for 1.  If you score another touchdown, you can go for 1 again to 
    tie the game.  If you tried a 2 point conversion here, and failed, it 
    would force you to go for 2 if you scored another touchdown just to tie 
    the game.
    Losing by 9:
     Go for 1.  This way you could try for 2 on the next touchdown to tie 
    the game.  If you tried for 2 here, and failed, you would need two 
    Losing by 10:
     Go for 2.  You can try for 2 on the next touchdown to tie the game.  
    Going for 1 here does you no good because you'd still need two scores.
    Winning by 1:
     Go for 2.  That way your opponent would only tie the game if he kicked 
    a field goal.  If you went for 1, or failed your 2 point conversion, his 
    field goal would win the game.
    Winning by 2:
     Go for 1.  Your opponent's field goal would only tie the game.  If you 
    made your 2 point conversion, he would need a touchdown, but if you 
    failed it, his field goal would win the game.
    Winning by 3:
     Go for 1.  This forces your opponent to score a touchdown.
    Winning by 4:
     Go for 2.  He still needs a touchdown, or 2 field goals.  If you make 
    the conversion, his 2 field goals would only tie the game.
    Winning by 5:
     Go for 2.  That way, his touchdown and extra point would only tie the 
    game.  If you went for 1, or failed your conversion, his TD and XP would 
    win it.
    Winning by 6:
     Go for 1.  Your opponent's touchdown and extra point would only tie the 
    game.  If you made your conversion, he would need to also make his, but 
    if you failed yours, he only needs a TD and extra point to win it.
    Winning by 7:
     Go for 1.  This forces your opponent to score a touchdown and make his 
    two point conversion just to tie it.
    Winning by 8:
     Go for 1.  This forces your opponent to score twice.
    Winning by 9:
     Go for 1.  He still needs to score twice, but his touchdown and field 
    goal would only tie it.
    Winning by 10:
     Go for 1.  This makes your opponent need a touchdown, 2-point 
    conversion, and field goal just to tie it.
    If you're losing by more than 10, you should go for 2, and if you're 
    winning by more than 10, you should go for 1.
    VII. Conclusion
    This FAQ and these strategies were written by me, Joshua Harring.  Of 
    course, many of these strategies were originally thought up by the great 
    coaching minds of the NFL. :)  I simply borrowed them and adapted them 
    to this game.  If you have your own that you would like to add, feel 
    free to email me at harring@student.umass.edu.  If it's good, I'll post 
    it and give you credit.  Note that this FAQ may not be used for 
    promotional purposes, nor may anyone make any money off of it.  You may 
    also not post it on any website unless it is written in its entirety, 
    including this disclaimer, and appropriate credit is given.  Many thanks 
    to Jeff Veasey of www.gamefaqs.com for his fabulous work on what has to 
    be the best collection of game FAQs in the world.
    Copyright 1998 Joshua Harring
    NFL Blitz is copyright Midway and the NFL.

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