Games PC MADDEN NFL 2004 STRATEGY GUIDE

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FRANCHISE MODEFRANCHISE MODE
Franchise mode is back in Madden NFL 2004, but as you've come to expect over the years, there are a few new wrinkles. This year's game adds Owner mode. Turn it on in the Franchise Setup screen, and you get to handle the business side of owning a professional football team. No, we're not just talking about player contracts and free agent signings. You have to manage your bank account like a real owner, by monitoring ticket prices, special events, coaches' salaries, concessions, and much more. Watch your pennies, and you'll have cash for signing bonuses, contract extensions, and eventually, a new stadium.
In this chapter, we take you through Franchise mode, from the start of your franchise, all the way through training camp, preseason, regular schedule, playoffs (you hope) and finally to the college draft. Then, it's back to the drawing board, as you prepare for another season. It's a long haul from doormat to dynasty, and we'll show you how to make your football dreams come true in 30 years or less!
Setting Up a Franchise
The first step in creating a franchise is to select the options that govern the league. You can set any number of Users (Owners) from 1 to 32. If you activate Owner mode, the Coaching Changes and Salary Cap options are automatically activated. As team owner, you no longer have control over the decision to fire you (too bad), or the amount of your team salary cap. If you turn on Fantasy Draft, every player in the game is released into a pool, and you take part in an original draft with 31 other user- or CPU-controlled teams. Find more on this in the Fantasy Draft section below. Finally, you select a coach and the associated team/playbook.
When Fantasy Draft is turned on, you go immediately to the draft screen. If you opt to turn Fantasy Draft off, you begin with the actual roster of the team you selected.
Note
Fantasy Draft
Now, it's time to draft our team. Our franchise is based on the Chargers, so we pick 22nd (deter­mined by the CPU). The CPU handles the first 21 picks, and we're on the clock in round #1 (of
49). The Fantasy Draft screen includes 24 sortable ratings columns, so we can arrange the players to suit our priorities.
Draft Day Strategies
You can arrive at the Fantasy Draft without a plan or a clue, and you might even end up with a competitive team. But, thanks to the almighty salary cap, you need a financial plan or you will end up out of money and out of quality players before the last round. Here are some thoughts on planning your draft strategies.
The game decides when a player hangs up his spikes. Keep in mind, the 38-year-old star you draft today may retire at the
end of the year.
Do you sacrifice the future to buy a winning team on draft day? If you spend every dime, there will be no money left to
sign college draft picks before the beginning of next season.
Be careful about drafting an older player with a fat, long-term contract. His Overall Rating will probably erode over the
next few years, and if you are forced to release him for a better player, you are stuck paying out the remainder of the contract.
You should also keep some money on hand for signing free agents and handing out signing bonuses. It's a jungle out
there, and he (or she) with the most coconuts gets to play the game longest.
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Note
It's difficult to decide how much money to devote to each position. The following list ranks the highest paid salaries by position during the 2002 NFL season (the salary in parentheses represents an actual salary paid to a position player in 2002). Obviously, you cannot afford to pay these salaries across the board. In fact, if you duplicated the salaries displayed below, you would use up the entire team salary cap of $75 million for just 11 players! However, this list gives you an idea of how NFL teams value each position. So, if you are about to sign a punter for $5,000,000, you may want to reconsider.
We decide to draft a quarterback in the first round, picking Tom Brady (the author's Michigan roots are too strong to overcome). After confirming our selection, the CPU handles the remaining teams, and a recap screen lists every player taken in the first round. Interestingly, Brady is only the 6th quarterback selected in the first 22 picks.
We have the 11th pick in round two, and we select LaDainian
Tomlinson. Other offensive stars are being taken, but it's obvious
that many teams in the league are more concerned about building a
strong defense or offensive line.
It's back to the 22nd pick in round three, and we focus on the offensive line. Counting our dollars, we select Damien Woody, a young center from New England. We note with interest that 7 of the first 10 players taken in the third round are defensive players.
Shifting to defense, we select left end Eric Hicks, a "steal" at
$650,000. Defensive selections continue to dominate the draft, so
we decide to stay on the other side of the ball and select middle
linebacker London Fletcher in round five.
1. Defensive End ($11,478,285)
2. Quarterback ($10,331,333)
3. Running Back ($10,306,600)
4. Cornerback ($9,079,843)
5. Offensive Lineman ($7,549,998)
6. Defensive Tackle ($6,980,000)
7. Linebacker ($6,258,333)
8. Wide Receiver ($6,061,235)
9. Tight End ($3,897,000)
10. Safety ($3,300,000)
11. Punter/Kicker ($1,916,666)
Note
As the draft progresses, the game tracks your selec­tions, by position, with a few exceptions. OT (offensive tackles), OG (offensive guards), DE (defensive ends), DT (defensive tackles), and OLB (outside linebackers), are grouped together, rather than tracked by LG, RG, RE, LE, and so on. However, each player's actual position is noted on the screen.
Note
One of the more challenging aspects of the Fantasy Draft is the Current Pick Cap, which limits who you can select in a given round. The Current Pick Cap changes, depending on how much you spend from round to round, so it's a good idea to watch your spending. If you take the top-rated player available (they are often the most expensive) in each of the first several rounds, you are likely to be strapped for cash while still trying to fill important roster spots. So, think value for your dollar, especially during the first 10 rounds.
The thought of L.T.
running behind a wall
of papier-mâché has us
very worried, so we
devote rounds 6 and 7
to the offensive line,
drafting right tackle
John Tait and left guard
Edwin Mulitalo.
Before making our
eighth round selection,
we review our draft
picks. We still have not
selected a receiver, but
the offensive line is
still a concern, so we
look for a left tackle. The Steelers' Marvel
Smith is young,
talented, and under a
million dollars.
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Tip
It's easy to get wrapped up with skill ratings such as Speed, Awareness, Catching, etc., as you peruse the draft lists. However, don't overlook the INJ rating. All the talent in the world won't do you any good if your player is on injured reserve for most of the season.
We jump back to
offense with round 9,
selecting speedy Corey
Bradford, and then back
to defense for Eagles
right end Ndukwe Kalu
in round 10.
Draft Priority List
The following Draft Priority List will help you draft an entire starting team with your first 25 picks. With your core in place, concen­trate on wide receivers and interior line backups (offense and defense) with your next several picks. After that, it's best player available as you select backups for every position. Use reserve wide receivers as punt and kick returners.
1. Quarterback: The leader of the offense
2. Halfback: We value Speed, Awareness, Acceleration, and Breaking Tackles
3. Center: Strength up the middle—it works for baseball and football
4. Defensive End: An unstoppable pass rusher and run stuffer
5. Middle Linebacker: An anchor for our run and pass defense
6. Offensive Tackle: Our star quarterback needs protection, and our future running back needs a few holes to run through
7. Offensive Guard: Strength, pass blocking, run blocking, and a little speed for pulling
8. Offensive Tackle: A strong tandem is critical
9. Wide Receiver: Speed, Acceleration, and Catching ability are the keys
10. Defensive End: Another quick, strong defender who hates quarterbacks
11. Cornerback: A good cover man with enough speed to play man defense
12. Outside Linebacker: Speed, Strength, Awareness, and Tackling ability
13. Defensive Tackle: An immovable object for the defensive front; we also like at least one strong pass rusher (Speed, Awareness, Tackling) at tackle
14. Strong Safety: A run stopper who can blitz and intimidate receivers over the middle
15. Wide Receiver: Another great pair of hands for the defense to worry about
16. Outside Linebacker: Defense wins championships, and this pick rounds our trio
17. Tight End: Run blocking is important, but we want our tight end to catch the ball. Speed here is a bonus
18. Cornerback: It takes two. If our first cornerback has blazing speed, we look for run stopping ability here
19. Free Safety: A ball hawk with speed to play center field
20. Offensive Guard: With studs at the tackles and one outstanding guard, an average quality #2 guard is okay.
21. Fullback: Run blocking and the ability to catch an occasional pass
22. Halfback: A good backup is critical over a long season
23. Kicker: Obviously, we are more interested in scoring
touchdowns than kicking field goals
24. Punter: Controller technique is more important than punter ratings
25. Cornerback: Speed, Awareness, and Catching ability for the extra defensive back
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As you move into the latter stages of the draft, check the Breakdown screen to see which roster spots need filling. The draft will not let you take more than what you need for a position, until the required number of players is drafted. However, it is important to track the distribution of players or you may end up with poor quality at posi­tions that have been overlooked.
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The Draft Continues
Using our priority list, we move through the next 39 rounds of the draft. With an eye toward our bankbook, we complete the draft with just over $17 million left under the salary cap. We certainly could have spent more money, especially during the early rounds. But, the idea of building our team through the draft is more exciting. And, with cash on hand, we can sign a free agent to replace an injured player. Here is a look at our roster, by position.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
ROSTER
Player Position Rating Age
Tom Brady QB 90 26 Chris Redman QB 75 26 Ray Lucas QB 65 31 LaDainian Tomlinson HB 95 24 Jamel White HB 79 26 Chris Fuamatu-Ma'afala Dan Kreider FB 77 26 Kevin Johnson WR 83 28 Corey Bradford WR 80 27 James Thrash WR 79 28 Terry Glenn WR 79 29 Isaac Byrd WR 70 28 Jeremy Shockey TE 92 23 Pete Mitchell DT 73 31 Jason Dunn TE 57 29 Marvel Smith LT 84 25
Overall
HB 72 26
Player Position Rating Age
Jeremy McKinney LT 59 27 Edwin Mulitalo LG 88 28 Matt Campbell LG 72 31 Ryan Schau LG 63 27 Damien Woody C 90 25 Cory Raymer C 76 30 Tony Semple RG 75 32 John Tait RT 87 28 Eric Hicks LE 86 27 Willie Whitehead LE 67 30 Ndukwe Kalu RE 81 28 James Hall RE 68 26 Cornelius Griffin DT 86 26 John Thornton DT 82 26 Larry Smith DT 75 28 Mike Vrabel LOLB 80 28
Overall
Player Position Rating Age
Overall
Keith Mitchell LOLB 66 29 London Fletcher MLB 89 28 Mike Maslowski MLB 79 29 Zeke Moreno ROLB 70 24 Don Davis ROLB 68 30 Jerry Azumah CB 79 24 Terry Cousin CB 77 28 Dale Carter CB 77 33 Tod McBride CB 66 27 Jason Bostic CB 65 27 Keion Carpenter FS 77 25 Brent Alexander FS 74 32 Reggie Tongue SS 85 30 Jay Bellamy SS 70 31 Todd Peterson K 66 33 Bill LaFleur P 73 27
Training Camp
New to Madden NFL 2004 is Training Camp. Here, you can hone your playing skills, while at the same time earning attribute points for the players who complete their training successfully. There is a limit of one player per drill, and the same player cannot compete in more than one drill. However, after completing a drill successfully, you can double your points by repeating the drill at a higher skill level. The attribute awards are based on the level of trophy that you earn (three levels). The following sections give you overviews of all nine training events, with tips on improving your skills.
Pocket Presence
This is one of the toughest drills. Your job is to avoid being hit by the yellow tennis balls firing at you from the four ball machines set up around your "pocket." While avoiding the balls, which simulate sacks, you must throw the ball to one of the targets as the appropriate letter flashes on the screen. And, you cannot leave the pocket, or your throw will be discounted. Here are some important tips for improving your performance.
— Don't jump around in the pocket. Wait until a
— Each target does not keep the same letter for
— Above all, don't get happy feet. Avoiding the
Note
Training Camp is not mandatory. You can skip it and move on to Preseason.
"sack" ball is fired at you, move out of its path, and then throw the ball to the target.
an entire session, so don't get locked into "A" being in one spot, or you'll lose your rhythm.
balls is not as difficult as it looks. Make short quick movements, set your feet, and throw.
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Swat Ball
This is another tough camp, but you need these skills to roam the defensive secondary with confidence. With the clock ticking, you must run to three different stations (one is active at a time) to knock down or intercept a pass. Success here depends on three factors. First, get to the designated location quickly. This means put your head down and run as fast as you can. Second, after you arrive, square your body to the ball to improve your chances of swatting or intercepting the pass. Third, time your leap or swat movement so you don't miss the pass. To improve your chances of intercepting the pass, position yourself in front of the barrier, but not too close.
Trench Fight
The Trench Fight camp teaches you how to spin, rip, and shove your way past offensive linemen. Your job is to capture all three flags in a limited amount of time. At most, you have 13 seconds to capture the flags.
Clutch Kicking
The Clutch Kicking drill is relatively easy. Just keep kicking field goals until you rack up enough points for a trophy. As you advance through the levels, you have to contend with strong winds, and of course, the kicking meter moves much faster. But, for now, relax, stretch out your leg and knock it through the uprights.
Note
A punter or kicker can compete in either of the kicking drills to improve his skills.
Corner Punt
The punting drill teaches you to bury a punt inside the 20-yard line, without having it roll into the end zone for a touchback. Ideally, your kick should hit and go out of bounds inside the
20. A semicircular bull's-eye with three sections is painted on the field in each "coffin corner." The closer your kick lands to the goal line, the more points you earn. A green flag marks where each successful punt lands or goes out of bounds. Use height, power, and direction to guide your punts to either corner. There is no wind to contend with at the Rookie level, but you need to consider the wind as you advance through the levels.
QB Precision Passing
This camp teaches you how to time the release and intensity of a pass so you hit a receiver at the optimal point in his route. Your goal is to throw the ball through the golden hoop when the receiver is in the proper position. You receive points for passing the ball through each hoop, and a bonus if the receiver also catches the ball.
Ground Attack
The RB Ground Attack teaches half­backs, fullback, tight ends, and wide receivers how to use jukes, spins, stiff arms, and sprints to avoid would-be tacklers and score as many touch­downs as possible. Avoid the barriers also, because they slow you down and allow the two defenders to catch up to you. To master this drill:
— Position yourself strate-
gically so that your blocker shields you from the first tackler
— After you get through or
around the tackling dummies, run toward the far corner of the end zone. This forces the tacklers to run farther to reach you. Also, it is easier to juke and cut back against a tackler running at you from an angle.
— If you must run straight
into a tackler, use the Sprint button at the point of impact to improve your chances of breaking the tackle.
— Use a stiff arm against
a tackler approaching you from the side.
Catch Ball
The key to mastering this drill is to time your "route" so that you arrive at the same time as the ball. If your timing is a little off, you can leap or dive to make the catch, and earn extra points.
Chase and Tackle
In this drill your goal is to bring down the ballcarrier as quickly as possible. Use the Sprint button to close quickly, but watch out for the barriers, because the ballcarrier will use them to his advantage. You still earn points if your partner makes a tackle, but to rack up a big score, make most of the hits yourself. Above all, don't let the ballcarrier reach the end zone, or you suffer a touchdown penalty. For a nice bonus, try using the Strip button to cause a fumble.
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