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MUSKET

Search Keyword : MUSKET

Modernized Pro Style Offense


"Inspired by, but not a replica of, the Josh McDaniels (OC) / New England Patriots offense."


+ Balanced mix of Under Center to Shotgun+ Introduces some Pistol

+ Dropback Timing & Rhythm Passing focus

+ Downhill Gap Running Scheme

+ Close, Condensed & Compressed Spacings (Close & Tight)

+ 11, 12, & 21 Personnel base for the Under Center attack

+ Primarily 11 Personnel base for the Shotgun attack (Doubles & Tight looks) + Sprinkles in Split Back looks out of the gun in the midfield area of the gameplan

+ Custom sequences for both Bounce & Reload motions, separately, as you near the RZ

+ Leans heavily on TE motion once inside the RZ (+ Fringe), leveraging the heavier personnel + TE focused passing attack in the RZ for better RZ target/TD simulation stats

+ Empty, Tight, & Spread looks for a ready-to-roll 2 Minute Offense

+ Designed runs for PWHB & 3DHB2 in Chew Clock situations to spread the carries

SCOUTING REPORT

Downhill / Gap

RUN SCHEME

Timing & Rhythm

PASSING ATTACK

Intermediate Passing

FOCUS

SLOW-SIM SETTINGS

COACH SCHEME :

PRO STYLE / MULTIPLE

ADAPTIVE AI

AGGRESSIVENESS

MATCHUP ORIENTED

RANGE : 40 - 55

FLEXIBLE PLAY-CALLER

RANGE : 30 - 50

REACTIVE SCHEMER

RANGE : 30 - 45


HURRY UP STYLE :

CONSERVATIVE


FORMATIONS / SETS

SINGLEBACK

ACE ACE CLOSE ACE DOUBLE WING

ACE SLOT

DEUCE CLOSE DOUBLES SOUTH DOUBLES Y OFF DOUBLES Y OFF CLOSE TIGHT Y OFF TRIPS OPEN

U OFF TRIO

U OFF TRIPS

WING CLOSE

WING PAIR

WING SLOT

WING TIGHT U

Y TRIPS CLOSE


I FORM

H WING PRO SLOT WING

Y OFF CLOSE


STRONG I

CLOSE JUMBO


WEAK I

CLOSE


PISTOL

ACE

BUNCH TE


SHOTGUN

ACE

BUNCH OFFSET CLOSE

CLUSTER CLUSTER HB STR DBL Y FLEX OFF WK DEUCE

DOUBLES DOUBLES HB WK

DOUBLES Y OFF DOUBLES Y-FLEX

EMPTY ACE EMPTY ACE TRIO EMPTY BASE FLEX EMPTY Y FLEX

SPLIT CLOSE SPLIT SLOT OPEN SPLIT Y-FLEX

SPREAD SLOTS CLOSE

SPREAD Y-SLOT

TIGHT TIGHT OPEN

TIGHT SLOTS HB WK TIGHT Y OFF TIGHT Y OFF WK TREY

TREY OPEN

TRIO OFFSET TRIPS TE FLEX

TRIPS Y SLOT WK U OFF TRIPS WK

WING TIGHT

WING TRIPS WK WING TRIPS WK NASTY

Y OFF TRIO CLOSE Y OFF TRIO WK Y OFF TRIPS

Y OFF TRIPS CLOSE


GOAL LINE

TWINS OVER


IDEAL ARCHETYPES

POSITION

ARCHETYPE(S)

ROLE

QB

Pocket Passer or Backfield Creator

QB

HB1

Elusive Bruiser or North/South Receiver

HB1 & PWHB*

HB2

East/West Playmaker or Backfield Threat

HB2, 3DHB, & PWHB*

HB3

East/West Playmaker or Elusive Bruiser

HB3 & 3DHB2

FB*

Blocking (TE) or Blocking (FB)

FB

WR1

Contested Specialist or Speedster*

WR1

WR2

Physical Route Runner or Route Artist

WR2 & SLWR1

WR3

Gritty Possession or Route Artist

WR3 & SLWR2*

TE1

Pure Possession or Gritty Possession

TE1

TE2

Gritty Possession or Pure Blocker (TE)

TE2

TE3

Vertical Threat or Physical Route Runner

TE3 & SLWR2*

LT

Pass Protector or Well Rounded

LT

LG

Agile or Pass Protector

LG

C

Pass Protector or Well Rounded

C

RG

Raw Strength or Agile

RG

RT

Agile or Raw Strength

RT

Notes :

  • QB : Arm Talent & Mentals are tops here. Backfield Creator gets a mention because it's the next best fit + has On Time, but the only true option is a Pocket Passer. Literally all 5 abilities come into play (especially in SIM) here: DOT!, On Time, Sleight of Hand, Resistence, Step Up. Plus the added athleticism to Pocket Passers this year, completely rules out any need for a mobile focused QB with much worse arm talent + abilities. The big thing for SIM, will be the hidden DNA traits that we can't see, they can make/break even a stud QB. But that's simply RNG, so never be afraid of QB competitions in SIM scenarios.

  • HB : With pulling guards, I've found that high 80's SPD (85-89) seems to be the sweet spot (especially in SIM) for the run game to run more smoothly. The faster & shiftier backs are great for change of pace HB2 + 3DHB out of the gun, but under center they're often too fast for the timing of the blocking development. I also prefer the abilities/badges in comparison.

  • FB : Recruits suck for FB, plain and simple. They're not good enough, strong enough, big enough, any of it. BUT, this scheme utilizes both a FB & motion-blocking TE, but it features them differently. So I don't want to create redundancy there, and whats the fun of featuring a FB so heavily, without rostering one? The ideal archetype would be a really good blocking Utility, so I would focus recruiting towards undersized TEs and North/South running back types and developing their blocking before switching their position. If moving a Blocking TE to FB, upgrade their Hands first, as that category often becomes capped or nearly capped upon becoming a Blocking FB. There will be plenty of 11 personnel playbooks in the future which feature using an OOP TE here, but since this scheme features it so prominently, I suggest including the FB, at minimum for the purpose of design & the novelty they provide.

  • WR : Being a timing based attack, throwing into windows of opportunity, Route Running & CIT are tremendously important. Normally WR1 is the X, and the #1 WR on your team, but in this scheme I use WR1 as the Deep Threat. Either to take the top off with Speed, or get physical with 50/50 balls. With this, WR2 is actually your #1 WR, because they will play more slot type roles in 2WR sets, and also kick in to play SLWR1 for priority targets. The Wildcard here is WR3, who can either be a shiftier Route Artist capable of also playing some slot, or a Gritty Possession guy on the outside to boost run blocking (as he plays WR2 in 3WR sets). Elusive Route Runners & Gadget score the lowest on my scale, and therefore have no use other than as a Returner.

  • TE : Possession archetypes are ideal here, because of run blocking ability combined with CIT ability. Pure Possession representation has been nerfed into the ground, but the combo of size & athleticism, paired with Sure Hands & Outside Shield makes them my favorite. Gritty Possession is far more common in the recruit pool, and makes for a great starting point for manual progression/development. Vertical Threats are the next best starting point, as they are arbundant represented, and come with the ability to upgrade their Run Blocking. More likely to become PRRs who can block, than Possession archetype, but as long as their run block is upgraded prior to changing, should be fine. Physical Route Runners are oversaturated, and are probably the best receiving TEs, and hands down best RAC archetype. But the inability to block & upgrade blocking, is what keeps them out of this scheme as it is super dependant on the downhill run game.

  • OL : Primarily looking for Pass Blocking on the blindside, and Agility/Power on the opposite side. Well Roundedness can work just fine too, but it gets expensive trying to upgrade them to full-time starters. Switched to a Pass Protector center this year, from favoring Raw Strength in last year's game, mostly due to Pass Block abilities (Pass Shield, PA Shield), to help offset the interior pass rush in this year's game.


DEPTH CHART SETUP

POSITION

STARTER

QB

Best fit, best feel. Arm Talent & Physical Abilities are important. (Dot, On Time, Step Up)

HB1

Best Between the Tackles runner, primarily Under Center & Pistol sets

HB2

Next Best Overall or Change of Pace Back (differing from HB1)

PWHB

HB2 to add touches, or Power Specialist if using a 3-HB Rotation [Contact Seeker]

3DHB1

HB2 to add touches via high Shotgun usage

3DHB2

HB3, or 3rd Down Specialist if using a 3-HB Rotation [Backfield Threat]

FB

Best Overall (will need to motion lead block and pass-catch)

WR1

Physical WR, capable of reeling in catches, and sealing the edge in the run game.

WR2

WR with ability to separate quickly & get YAC. (Plays Slot-ish role in 2WR sets)

WR3

Physical WR, capable of reeling in catches, and sealing the edge in the run game. (TE)

SLWR1

WR2 for higher usage, or WR4/TE3 for depth & snaps

SLWR2

TE1/TE2 for usage variability, or TE3 for depth & snaps

TE1

Best Overall or Better Hands if relatively equal. (Gets lots of targets, especially in RZ)

TE2

Next Best Overall or Better Blocker, if relatively equal (Motion blocker in RZ)

TE3

Next Best Overall or Best Vertical Threat for added attacking with 3TE sets.

LT

Best Overall or Better Pass Blocking of your Agile Offensive Tackles (Blindside Tackle)

LG

Best Overall or Pass Blocker of your Agile Offensive Guards (Pulling Guard)

C

Best Overall of your Centers

RG

Next Best Overall of your Agile Offensive Guards (Pulling Guard)

RT

More Athletic or Better Run Blocking of your Agile Offensive Tackles (Pulling Tackle)

RG2

Package Substitute, replaces TE2 in WING sets, under package "6 Olinemen 2"

RT2

Package Substitute, replaces TE2 in WING sets, under package "6 Olinemen"


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