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FAQ/Strategy Guide by nick729

Version: 1.3 | Updated: 12/06/05

nick729’s 99.9% Spoiler-Free Blitz: the League © FAQ 1.3
	Copyright Midway © 2005

Is it really important that I have a graphic?


Use any part of this FAQ in any manner you want.  I won’t sue unless you use
it to kill people.



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)


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 

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.


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 

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.


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

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.


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… 

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.


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 


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.


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 

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.


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

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:


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, 

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

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.


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: 

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 

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,

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 

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