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TEAM FORMATIONS
For every single play
simulated in Football Mogul, the artificial coach selects a formation
for each team. Each formation requires a different set of players,
often requiring that the computer go to the team's bench to find
the players that it needs. It is for this reason that all Football
Mogul teams need to have depth at all positions. For more information
on the recommended depth at each position, see the help on Offense
and Defense.
The following shows the
basic offensive and defensive formations, with notes on the situations
in which they are used most. Offensive players are shown in yellow,
defensive players in blue.
Offensive Formations
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The Pro-Set
Offense is the standard offense around which most teams
are built. By putting two running backs, one tight end, and
two wide receivers on the field, it creates the most options
for the offense to either run or pass. This formation is the
basis for the 11-man starting offense listed in the Offense
Dialog.
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The Lone Setback
Offense is the second most popular offensive formation.
It replaces one of the two running backs with a third wide
receiver. This increases the team's passing options, but decreases
the threat on the ground. Although a team can run effectively
in this formation, it is not used often in running situations
because with few opportunities for misdirection, the defense
can focus their tackling efforts on the single running back.
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The Double Tight
End offense replaces one of the running backs with a second
tight end, increasing the threat of a short to medium pass
to the middle of the field. Because tight ends are receivers
that also possess strong blocking skills, this is a strong
formation for rushing plays that take advantage of the seven-man
offensive line. This combination of running strength and passing
options makes this a good offense for short yardage plays,
such as 3rd down and 3 or fewer yards, or even
an attempted 2-point conversion.
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The Run and
Shoot is used frequently on passing downs, such as 3rd
down with 7 or more yards to go. It increases passing threats
by putting four wide receivers on the field. However, a team
with a star running back and strong offensive line can also
use this formation to gain yards on the ground, especially
using the wide receivers to cause the defensive backfield
to commit to defending against the pass.
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The Shotgun
is similar in focus to the Run and Shoot. It also puts four
wide receivers on the field to maximize passing options. However,
it also increases the quarterback's time to pass by hiking
the ball to him about 7 yards behind the line of scrimmage.
In return, the running options for the lone halfback are few,
limited mostly to draw plays. So, the running back usually
runs an outlet pattern of his own, or helps block the pass
rush.
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Defensive Formations
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The Four-Three
Defense is the default defense in Football Mogul. It is
used on more plays than any other defense. The Four-Three
Defense can also be represented as "4-3-4" because it uses
four linemen, three linebackers, and four defensive backs.
This formation is the basis for the 11-man starting defense
listed in the Defense Dialog.
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The Three-Four
Defense (3-4-4) is the second most popular defensive formation.
It provides less of a pass rush than a four man line, and
less protection against rushes up the middle. However, the
extra linebacker increases coverage on shorter passes, and
prevents longer gains on the ground.
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The Short-Yardage
Defense (5-2-4) is used in situations, such as 3rd
down with 3 or fewer yards to go, where the defense wishes
to focus their efforts to protect against a short gain. It
is also referred to as a "five man front". By putting an extra
man on the line, this defense increases run defense by trading
off the ability to defend against the pass.
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The Nickel Defense
(4-2-5) is used in likely passing situations, such as 2nd
or 3rd down, with 7 or more yards to be gained.
It leaves four defensive lineman, in order to maintain a strong
pass rush, but replaces one linebacker with a defensive back.
This fifth defensive back gives the Nickel formation it's
name, and increases the team's ability to cover pass receivers.
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The Dime Defense
(4-1-6) is used in more definite passing situations, such
as 3rd and 10 or longer, or when the offensive
team is behind late in the game and trying to catch up. It
is a more extreme form of the Nickel Defense, trading yet
another linebacker for a sixth defensive back.
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The Prevent
Defense (3-1-7) is an even more extreme example of a pass
prevention formation. It is reserved for the final minutes
of a game or half, where a run or even short pass will have
very little impact. It leaves only three men on the line,
to provide at least some pass pressure, while employing a
full seven defensive backs to prevent long passes.
Although the use of the Prevent Defense is controversial,
it is stilled used consistently by professional teams in the
final minutes of a game.
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The Goal Line
Defense (4-4-3) is an even more extreme from of the Short
Yardage Defense, putting 6 or 7 defensive players on on near
the line of scrimmage in the hopes of preventing even a small
rushing gain. One cornerback is still used to cover the offense's
primary receiver.
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Special Teams Formations
In addition to the formations
listed above, used on most plays from scrimmage, there are some
formations used only for special teams plays:
The Kickoff Team
comes on the field to kick all kickoffs. It consists of the team's
kicker and a number of second-string players capable of getting
downfield quickly and making a tackle.
The Kick Return Team
comes on the field to receive all kickoffs. It consists of a primary
kick returner, a secondary kick returner, and a number of second-string
players trained in providing blocks against the oncoming tacklers.
The Punting Team
replaces the standard offensive formation in punting situations.
Like the Kickoff Team, this group contains players capable of getting
downfield quickly and making a tackle. It also uses second-string
offensive linemen trained specifically to prevent a blocked punt.
The Punt Return Team
is like the Kick Return Team in that it contains a dedicated returner
and a few trained blockers. However, there is also focus on defensive
lineman capable of rushing the punting and either blocking the punt,
or at least hurrying the kick.
The Field Goal Team
and Extra Point Team, like the Punting Team, contains linemen
who specifically practice on defending against a blocked kick. The
backup quarterback usually catches and holds the snapped football
for the field goal kicker.
The Field Goal Defense
Team is brought on in field goal and extra point situations.
Its primary focus is players who can rush the offensive line and
block the kick attempt with either their speed or height.
Filling
In The Formations
In Football Mogul, the
order of players on your bench is only important in relation
to other players of the same position. When the computer runs
a play, it picks the first uninjured players listed at each position.
For example, if you are silly enough to fill your entire starting
offense with Running Backs (shown below), this will NOT be your
standard offensive team.

Instead, Football Mogul
will search your bench for the first uninjured players at each needed
position (e.g. QB, TE, etc.). If you wish to use a player at a position
other than the one listed, you will need to change
the player's official position.
The number of players
used for each formation are as follows:
| Offense |
QB |
G |
T |
C |
RB |
TE |
WR |
| Pro-Set |
1 |
2 |
2 |
1 |
2 |
1 |
2 |
| Lone Setback |
1 |
2 |
2 |
1 |
1 |
1 |
3 |
| Double Tight End |
1 |
2 |
2 |
1 |
1 |
2 |
2 |
| Run and Shoot |
1 |
2 |
2 |
1 |
1 |
0 |
4 |
| Shotgun |
1 |
2 |
2 |
1 |
1 |
0 |
4 |
| Defense |
DE |
DT |
LB |
CB |
S |
| Four-Three |
2 |
2 |
3 |
2 |
2 |
| Three-Four |
2 |
1 |
4 |
2 |
2 |
| Short Yardage |
2 |
3 |
2 |
2 |
2 |
| Nickel |
2 |
2 |
2 |
3 |
2 |
| Dime |
2 |
2 |
1 |
3 |
3 |
| Prevent |
2 |
1 |
1 |
4 |
3 |
| Goal Line |
2 |
2 |
4 |
1 |
2 |
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