Developer: Tiburon
Developer: Tiburon
Developer: Tiburon
Publisher: Electronic Arts
Publisher: Electronic Arts
Genre: Sports
Release Date: August 14, 2009 (US)
Release Date: August 14, 2009 (UK)
Release Date: August 14, 2009 (US)
Madden NFL 10
Developer: Tiburon
Developer: Tiburon
Developer: Tiburon
Publisher: Electronic Arts
Publisher: Electronic Arts
Genre: Sports
Release Date: August 14, 2009 (US)
Release Date: August 14, 2009 (UK)
Release Date: August 14, 2009 (US)

Madden NFL 10 Walkthrough & Strategy Guide

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Published: Jan 14, 2009

Madden NFL 10 Defense

The defensive side of the ball is where a lot of thankless hard work comes into play. Some of the most glamourless positions in football are played on defense. This section is dedicated to the hard working defensive linemen, especially, who lack any popularly-known statistics in order to suppress the other team's offense.

But playing defense isn't easy. There's certainly ways to cop out of it, we're not going to pretend like there's not, but understanding just what's happening on defense will make your life a lot easier when the going gets tough. Many people dread playing defense in Madden because, unlike when playing offense, few things are really explained to you. It's a more hands-off variety of the game, where all you can see in-game are your various coverage areas. Knowing your team's defensive playbook is vital, as is knowing how to counter certain plays and formations.

Don't worry--we got you covered. We're not going to suggest to you "do this for this play," because you really have to take so many things into account. For instance, there's no guarantee that a team on 3rd and 20 will throw the ball. It depends on so many factors. But we will show you to follow some trends, and do certain things that will likely make your defense more successful. Other than that, playing defense is largely a by-feel endeavor. The more you play defense and become comfortable with your team's playbook, the better your defense's so-called "anti-production" will be.

What First?
Well, most times, a running play will be employed on first down situations, though this is hardly always the case. Many players of Madden will employ the 4-3 formation almost exclusively because of the fact that it covers both the run and the pass. This isn't necessarily a bad idea, though it can be easily exploited, which is why you need to know when the opposing team on offense might be attempting to flip the script a little bit on you to exploit your formations. However, if you're expecting the run or don't know what to expect, especially on first down, blitzing with the 4-3 formation isn't a bad idea at all.

Changing It Up
Dime and Nickel formations are designed primarily for pass coverage, though there are viable ways to stop the run with both formations as well. Familiarizing yourself with your playbook is a sure way to know off the top of your head what formation and/or play will fit into certain situations. If it's 3rd and 20, for instance, running a Dime play is a pretty sure shot since you know they're probably gonna pass. On the other hand, if it's 2nd and Goal, stack your players on the goal line with a goal line formation, which is your best protection against the run.

Suggested Formation
Yes, we suggest the 4-3, and we suggest blitzing on every play, too. This isn't a realistic approach to football and would get torn apart in real life by real teams and real coaches, but the CPU teams and coaches don't think like their human counterparts. They can adjust to your play calling and predict what you're going to do, but 4-3 coverages are so effective against both offensive options, especially the pass, that it's probably going to be your main workhorse on the defensive side of the ball. As far as the blitz is concerned, blitzing constantly puts a sort of perpetual stress on the offensive line and especially on the opposing team's quarterback, forcing him to rush to make a throw. Additionally, if they choose to run the ball, there's a chance that blitzing corners, for instance, can take the back down for a loss of yards. It's all a risk, though, because 4-3 blitzes will dedicate your defense to a certain course of action that, in certain circumstances, can be used against you for gigantic gains. It's more a formation of momentum, so you need to learn to use the momentum in your favor.

Blitzing

Blitzing is fun and should be done often. If you're playing a skilled CPU or human opponent, blitzing doesn't make much sense on every play since they can adjust accordingly. But if you're an average Madden player playing through a franchise or against a friend, throwing a blitz on every play doesn't hurt, as long as you have the pass and other run options properly covered to the best of your ability as well. Remember, it's better to be safe than sorry in football. Blitzing is a risk, so make sure it's a calculated risk. Don't call a 4-3 blitz on your own five yard line when the other team can run the rock right up the middle into the end zone. Call them to ensure that they don't get to that point to begin with. Putting the other team in constant pressure situations will only make your life that much easier.

Inherent In-Game Variables
No matter how hard a developer tries, football games won't play exactly like their real life counterparts. This is actually a positive thing since, in regular modes of gameplay, you can literally switch between any player on the defensive side of the ball. This is Madden's inherent in-game variable, because it allows you to get firsthand, controlled coverage of literally anyone on the field. You can throw a tackle with a defensive linemen or prevent a wide receiver from making a reception with your cornerback... and you can do that on the same play. Make sure to toggle between your players and get the most out of your defense - otherwise, the defense can be highly computer-controlled... and wouldn't you rather praise your successes and blame your failures on yourself than the CPU?

Interceptions and Fumbles
The fun part of playing defense is completely flipping the script on your opponent with game-breaking defensive plays that will put your team back on the offensive side of the ball. Remember that you have full control over stripping balls from your opponent's clutches, or scooping a ball from midair right before it strikes the receivers hands. While these things happen randomly and automatically at times, by controlling these players in said situations, you can catalyze events that would make them happen more often. And naturally, that benefits you and your team. Interceptions are more straight-forward in that once you intercept a ball, you simply want to run towards the other endzone, hopefully scoring, but at least getting some positive yardage for your offense to work with. Controlling a fumbled ball is a horse of a different color, since you must first gain control of the ball before you can do anything with it. In most cases, it's more conducive to your cause to simply jump on the ball, downing it and securing possession for your team, rather than trying to pick up the oddly-shaped ball, gaining possession, and going some extra yards. Of course, the situations will differ as they come at you, but this is a general rule. Interceptions will almost always net you some positive yards. Fumbles will simply give you possession. Don't push it!

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