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dusk883
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Coach Jason Brown's 3WR+ JUCO Football

Casual Friendly, no custom plays Offense submission. Use of packages, all preset plays - custom checkdowns.

THEME: 3WR Sets, some use of the 4WR Spread. Balanced attack in the 1st half. If winning in the 3rd, we run more. If you continue winning into the 4th, play-calls go back to 1st half balanced attack.

Losing in the second half of the 4th, Coach Brown abandons (for the most part) the play-calling sheet and throws in random Pass Long/Medium plays until you're not losing.

Play-calling AI URL: https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=&id=3154

Originally posted by From the Play-calling Notes

This is Jason Brown's JUCO Football: 3-4WR Offense, we run and pass from the 3WR sets and occasionally the Spread.

THEME:

3rd and Short: 15% chance we're passing from the usual formation. Welcome to Coach Brown's JUCO Football.

3rd and 4-7: 20% Random Medium Pass from 4WR Spread holding HB to Pass Block

If winning in the 3rd, we Rush more. But because this is Jason Brown, if we're winning in the 4th also, we go back to what was working in the 1st half.

If Losing in the 4th with 8min or less, packages are abandoned and Coach Brown goes to other pass plays either Medium or Long.

2 min drill: 34% chance brings in standard (all formations) Med Pass WR Primary pass plays.

Casual Friendly, Zero Custom Plays

Both QBs are Passers, any slot

RB=Blocker (FB dot or HB)
RB1 = Rushing Plays (Bring on the Combo HBs)
RB2 = Scat and occasional Pitches

TE1 = Blocker
TE2 = Receiver




example game, Hooligans running the 3WR+ Juco offense:
https://glb.warriorgeneral.com/game/game.pl?game_id=43642


Edited by dusk883 on Aug 17, 2024 19:44:48
Edited by dusk883 on Aug 17, 2024 13:41:08
Edited by dusk883 on Aug 17, 2024 10:28:24
 
Kenshinzen
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Empire offense with 7 custom plays included. FG range set at 40 yds line (means max FG is 57yds). Enjoy!

https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=10003&id=3189

HB2-receiving

FB-blocking

FB1-rushing
FB2-receiving

TE1-blocking
TE2-receiving
Edited by Kenshinzen on Nov 9, 2024 12:53:48
 
dusk883
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Casual AI submission URL: https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=10926&id=4507

I built a team to run this scheme - will Live and Die by the Big I

The Bisbee Bombers: https://glb.warriorgeneral.com/game/team.pl?team_id=10926

6 Packages and 7 Custom BIG I Passing plays inside the packages.

The scheme, from the play-calling sheet notes:

Originally posted by To Live and Die with the Big I


To Live and Die with the Big I.

The Big I and Singleback Big game. Best for rosters who build for it. Heavy on FBs and TEs. This offense runs only two formations - Big I and Singleback Big and with plenty of variety within those formations.

The BIG I and SBB are my two favorite formations and the ideal rosters for each are almost the same. Perfect for a new scheme.

7 Custom Passing plays driven by packages - all other plays are pre-sets. Custom check-downs on all passing plays. The BIG I pass package has 7 custom plays that stretch the field more than the pre-sets) The SBB pass package is standard pre-sets with custom checkdowns. SBB being another deadly formation to pass from.

Both QBs assumed to be Passers but place all QBs into QB and QB1 slot. The reason is that the rQB version of this scheme has QB1`as the inside BIG I rushing handoff QB. Although this playcalling sheet does not have any rQB run plays, please have all QBs in the QB and QB1 slot.

This AI is a score based playcaller where 1st down starts at a default 60% chance to run the ball. 15% of that is an Outside run. 45% of that is pounding inside.

The other 40% is a chance to pass from BIG I and 10% of that is a Long route package. 30% making the Standard BIG I pass package.

The above %s apply for the first half of the game.

2nd Quarter

With 4 minutes to go in the 2nd Quarter on downs 1-3, the offense has an 80% chance to bring the Singleback Big with your TE2s, 2WRs and Scat HB.

20% chance during the 4 minutes drill to bring the Long BIG I pass package with custom checkdowns.

3rd Quarter

If you are losing by any amount with 7 minutes left in the quarter, we abandon the Run game (1st-3rd down) and there's a 90% chance to fire the SBB Pass Package (same as the 4 min drill package).

A 10% chance for the Long BIG I pass package.

If winning, we're sticking with the standard 1st half offense. You're winning with it, we continue with it.

4th Quarter

IF you are winning by any amount at the start of the 4th, we run on first down 80% of the time and will be less shy with the outside edge rush. Of that 80%, there's a 50% chance to pound inside. 30% chance to attack outside of the Tackles.

The final 20% is the standard BIG I pass package.

While winning, the 2nd-4th down playcalls follow what we did in the first half of the game. Eating the clock is the plan. If we're winning and it's a smart down to throw, we'll throw.

IF you are losing by any amount, we play to win so the following happens:

Abandonment of the Run game.

1st down brings 85% chance to bring Singleback Big pass package (4 min drill package) and a 15% chance for Long BIG pass plays with the 7 custom plays/checkdowns.

IF you are still losing with 2 minutes left in the game by 8 or more points and it's 4th down. We will bring SBB Passing no matter what. If it's on your 1 yd line and its 4th and inches, we still bring the SBB Pass game. FGs are useless at this point, we must get downfield.

IF you are losing by any amount in the 4th quarter with 10 or fewer minutes left, on 4th down between the 20 yard lines and 10 or less yards to go... we will throw the ball again.

Losing by 1 or 50 has the same end result, we're throwing when losing in the 4th quarter.

Recommended roster:

1 or 2 Passing QBs (QB)

Run Block OL

1 Running FB (shares inside runs with RB1)
1 Blocking Fullback (FB1)
2 or 3 Scat FBs (FB2) - can backup TE2 Receivers when offense switches to SBB formation - scat FBs do well running TE routes

1 pHB (RB1 power inside)
1 Combo (RB) edge runner - obviously Elusive HB works here too but the Combo could back RB1/pHB depth whereas you don't want eHB running inside.
Optional backup for either HB (If you elect for Combo HB as the edge rusher, there's less need to get any backups for the inside runner [RB1])
1 Scat HB (RB2) -receives in BIG I and SBB

1 Blocking TE (TE1)
3 or 4 Receiving TEs (TE2) - NOTE: The 2 min drill (but really its a 4 min drill) and when you are losing will often bring the 2TE Singleback Big formation. One [or more] of the rTEs could be a Power Receiver so that he can backup your lone TE1 Blocker.

3 [maybe 4] Wide Receivers. 2 for WR1 Depth, the third to be the WR2 for SBB formation. For this scheme, I'd likely roll with at least 2 Speedsters.


Version 2 is with rQB: Playcalling AI: https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=10926&id=4520
Passing QB = QB
Rushing QB = QB1

Version 2 gives 10% of the run game to rQB (QB1). Same packages with the addition of 1 more (QB run package, from BIG I) QB1 also is called out for the BIG I inside rush plays. If the original version is running, still insert your passing QBs into both QB and QB1 depth slots. The theory behind having QB1 handing off for inside rush plays is to make DC think less about selling out to the outside rush when rQB is on the field.

Update: This AI won Rookie Trophy Gold, the final post season game: https://glb.warriorgeneral.com/game/game.pl?game_id=54798

Edited by dusk883 on Dec 20, 2024 12:00:46
Edited by dusk883 on Nov 9, 2024 22:36:11
Edited by dusk883 on Nov 9, 2024 22:34:17
Edited by dusk883 on Nov 9, 2024 22:32:47
Edited by dusk883 on Nov 9, 2024 22:18:28
 
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Thanks for taking the time to do this Dusk!
 
L.A.Dolts
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I like Dusk's Ai.

I have no idea if they're effective, but the write ups are fun to read. Very Theo-esque

I might have to break down and try this Ai writing thing.

 
L.A.Dolts
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https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=&id=4526

Target TEs

Should be a fairly balanced Offense both weak and strong side, run and pass. Tried to use the basic casual roster settings, but not quite.

QB1 is the running QB
QB2 is the passing QB to match the RB2/FB2/TE2
Regular QB is for handoffs, throw any dot in there

TE/TE1 are blockers but TE1 should be the strongest road grader, TE should have some mobility.
BTE/TE2 are pass catchers but TE2 is the favored TE, maybe a purpose built red zone target would work well here. BTE is counter intuitive, but I have it on good authority it's a better set up.

HB1 is power running, more inside
HB2 is a pass catcher but does have a sprinkle of outside running
Regular HB is for older pHBs who have some speed, more outside running.

FB1 is the blocker
FB2 is the pass catcher
Regular FB is a wild card who isn't involved in the play, might disrupt tags

The offense is designed to support a Slot Machine WR, and maybe work a little better.

Also, decided to remove all QB progressions to WR2, for those teams that built with blocking WRs.

Oh yeah, there's not a lot of pulling by the o-line, but when it does, it's always the right side, so put the more mobile OTs and Gs on the right side, if you happen to have any. Pulling Lineman VA might help with that.

Almost forgot, I decided to include some QB Runs. If you don't have one throw a fast HB or WR in the QB1 slot, and you might break some tags.

Also I should probably give a huge part of the credit to Mr. RyanCane26. I built this offense on one of his shells, so it should have all the high end Kneels and Spikes and quick FGs. Some of the packages are edited copies of his also, to reduce the play count and to attempt a more cohesive team strategy.

There are a few custom plays in there as well, not just the Bort-o-riffic default plays.



Edited by L.A.Dolts on Nov 11, 2024 20:31:16
 
Tomcic
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Originally posted by L.A.Dolts
https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=&id=4526

Target TEs

Should be a fairly balanced Offense both weak and strong side, run and pass. Tried to use the basic casual roster settings.

QB1 is the running QB
QB2 is the passing QB to match the RB2/FB2/TE2
Regular QB is for handoffs, throw any dot in there

BTE/TE1 are blockers but TE1 should be the strongest road grader, BTE should have some mobility
TE/TE2 are pass catchers but TE2 is the favored TE, maybe a purpose build red zone target would work well here.

HB1 is power running, more inside
HB2 is a pass catcher but does have a sprinkle of outside running
Regular HB is for older pHBs who have some speed, more outside running.

FB1 is the blocker
FB2 is the pass catcher
Regular FB is a wild card who isn't involved in the play, might disrupt tags

The offense is designed to support a Slot Machine WR, and maybe work a little better.

Also, decided to remove all QB progressions to WR2, for those teams that built with blocking WRs.

Oh yeah, there's not a lot of pulling by the o-line, but when it does, it's always the right side, so put the more mobile OTs and Gs on the right side, if you happen to have any. Pulling Lineman VA might help with that.

Almost forgot, I decided to include some QB Runs. If you don't have one throw a fast HB or WR in the QB1 slot, and you might break some tags.

Also I should probably give a huge part of the credit to Mr. RyanCane26. I built this offense on one of his shells, so it should have all the high end Kneels and Spikes and quick FGs. Some of the packages are edited copies of his also, to reduce the play count and to attempt a more cohesive team strategy.

There are a few custom plays in there as well, not just the Bort-o-riffic default plays.





Better change the TE with the BTE.
You don't want receivingTEs in blocking on two point attempts when the formation pulls the generic depth to fill the positions
 
L.A.Dolts
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Originally posted by Tomcic
Better change the TE with the BTE.
You don't want receivingTEs in blocking on two point attempts when the formation pulls the generic depth to fill the positions


Ok. No way I'm going to argue. Fixed, I think.
 
WiSeIVIaN
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W1 Wise Raid
https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=&id=1666


SAVE BOTH THE AI AND THE A-H PACKAGES TO YOUR OWN TACTICS PAGE THEN GO THROUGH THE OAI AND RE-LINK TO YOUR DOWNLOADED PACKAGES NOT THE BORT SERVER PACKAGES YOU CAN'T CHANGE.

This OAI and packages is the attempted re-creation of my WL-leading OAI (#1 in WL scoring S96, S97, S98), (#1 in WL rushing S97, S98), (#1 in WL passing S96, S97, S98)

Perks of this OAI:
-Easy to adjust & change, all game-to-game changes can be made from 6 packages (A-F)
-Two Redzone packages (G-H) that only need to be adjusted once or twice a season at most
-Aggressive built in auto-adjust for both run/pass ratio, as well as auto adjust within each package to help your offense "optimize" plays a bit based on what is working

Obviously change your depth chart and chosen plays/progressions as needed, but the base download assumes:
QB/QB2 = Passing QB
QB1 = Rushing QB
RB = Power HB
RB1 = Blocker (I suggest blocking FB)
RB2 = Receiving HB

FB/FB1 = Blocking FB
FB2 = Receiving FB

WR1 = Assuming low-catch blocking WR, excluded from progressions
WR2 = Assuming 2 Speed WR
WR3 = Assuming fastest speed WR on team
WR4 = Assuming 2 Speed WR also in the WR2 slot

TE = Receiving TE (put 2 on DC but put better deep receiver first)
TE2 = Receiving TE (put 2 on DC, but put better short pass / cut receiver first)

BTE/TE1 = Blocking TE's (put all on DC in order of your choice)
 
dusk883
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Offense OAI submission: "Fullback Attack Slow Start"

https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=0&id=6161

From the OAI notes:

Scheme relies heavily on all FB archetypes. Team would do well with 2 of each FB archetype as they'll constantly be on the field.

The HB will not receive, he is asked to run inside and outside. Just not as frequently as the FBs. The HB is often asked to pass block as well. The HB is probably best as a true Combo HB without any Catching needed. The HB could be slotted into all of the HB depth slots. Short yardage plays do call out the RB1 for HB rush plays. However, the FB rusher is more likely to get that call.

A twist on the scheme:
Slow Starter VA for QB/WRs would benefit well. All 1st Quarter 1st downs are 90% chance to Run the football. 2nd and 3rd down also reflects similar strategy in the 1st Quarter only. A SLOW STARTER VA QB will throw less in the 1st Quarter than when in the 3rd-4th quarter playcalls. Much less. A lone Slow Starter VA QB would then later be able to throw more often with 6+% more attributes than he did in the 1st Quarter. Starting with 450 seconds in the 3rd Quarter we throw the ball much more often than before. Why not, your QB has much more passing capability at this point due to the Slow Starter VA (or not if you so choose)

You could extend this strategy of Slow Starter and include your WRs with the same Slow Starter VA, when you're at the halfway point of the 3rd Quarter, your passing/receiving crew now has more capability to throw/receive.

Casual Depth compliant:
QB = Passing QB
RB = Primary Rusher
RB1 = Power Back/Inside Runs
RB2 = Receiving/Scat Back
FB = Primary Rusher
FB1 = Blocker
FB2 = Receiving/Scat Back
TE/TE2 = Receiver
BTE/TE1 = Blocker

No custom plays. All custom checkdowns for pass plays. Offense runs on 4 packages set at Medium Adjust. Packages named with "Fullback Attack ____ as precursor"

HB gameplan is likely best with a Combo HB or two. Runs inside and outside. HB is not a target in the custom checkdowns, no HB scatbacks. Many pass plays have HB assigned to Pass Block.

FB and HB Rushers will run inside and outside so I wouldn't neglect Speed. FB does have more rushing plays than HB, could certainly get away with a single Combo HB capable of running inside and out. Short rush plays do call out RB1 for the inside rush in short yardage situations but the FB runner will receive the call more often than HB1.

Long downs and the " when losing" AI inputs often bring the 3+WR formations with HB as pass blocker (again, no scatback HB in the gameplan).

If I were to roster this team:

1 or 2 Throwing QBs (with Slow Starter VA)
2 Speed/Strength Running FBs (Depth at FB)
1 or 2 Blocking FBs (FB1)
1 or 2 Scat Receiving FBs (FB2)

1 or 2 Combo HB, likely ATT1- Speed, ATT2- Strength. HB rush plays are fewer than FB rush plays. HB often assigned to Pass Block as well.

1 or 2 blocking TE (TE1)
2 or 3 receiving TE (TE2)
.... or dual purpose TEs into both depth slots.

4 WRs - A typical approach to WRs. WR1/2 often on streak routes in Long down situations. WR3 is typical under route. Consider Slow Starter VA, you're much more likely to see more Catching attempts in the second half of the game.

Built in QB spikes, 2min warning is actually a 4 minute warning where pass plays percentages increase substantially.

3rd/4th and short isn't always a run up the gut, there are some gambles with some rushes to the edges.

OAI includes things such as:

4th and 0-2yds between the 50 and Opponent 35 but Outside FG range...= Go for it, Run the Ball

4th and 2-7yds between the Opponent 45 and Opponent 35 and Outside FG range = Go for it, Pass the ball

Standard 3rd with 0-2 yds to go, 15% chance (medium adjust) to Pass. Otherwise runs inside (rarely with an outside rush w FB runner).

1st/2nd down 11-35 yds to go, always pass.

1st Quarter 1st Downs - 90% chance to Run - SLOW STARTER VA QB may benefit in the 3/4th Quarter with 6% bonus to all attributes. WRs could also benefit with same VA.

At the midway point in the 3rd Quarter, winning or losing, we throw the ball much more often on 1st down. We are now more capable at doing so at this point (assuming you went with Slow Starter)

Built in inputs for "run the clock" late in the 4th, kneel when winning late, etc..

In the 3rd Quarter at the halfway point (450 seconds -or- 7.5 min left in the 3rd) to the end of the game, no matter the score, the OAI will elect to Pass on 1st/2nd down 90% of the time (medium adjust). If losing, this goes to 100% Passing. This is when Slow Starter should benefit your team most.
Edited by dusk883 on Jul 27, 2025 13:43:19
Edited by dusk883 on Jul 27, 2025 13:42:57
Edited by dusk883 on Jul 27, 2025 13:24:02
Edited by dusk883 on Jul 27, 2025 13:23:24
Edited by dusk883 on Jul 27, 2025 13:21:16
 
xrayu92
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Originally posted by dusk883
Theo Wizzago??


ohhh no sir, you should see all the dumb questions I ask in the ATKM forum

BTW, Mr. Spikes, I thank you for your preset plays. Used some of them in my submission

SOUNDS DUMP HOW CAN I ADD THESE DEFENSES?
 
dusk883
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Revamp of broken Double Wing pre-set OAI below. Hoping this fixes the Double Wing offense as I've removed all custom plays from the packages, added presets instead. Theme went from scat FB focused to Run focused FB/pHB runs when the game is close.

OAI playsheet:

https://glb.warriorgeneral.com/game/team_offense_ai.pl?team_id=&id=3760


Originally posted by OAI Playsheet


Revised - Double Wing 2.0

Update to Double Wing offense. Resurgence of the Fullback. Removed custom plays from the packages that were shown as invalid previously. Added preset plays and custom checkdowns to replace.

FB = Runner FB1= Blocker FB2= Scat (all other depth chart also Casual Friendly)

This Offensive AI requires with heavy use of all three, FB FB1 and FB2. FB Runner will run inside and out, FB2 typical scat and FB1 typical blocker.

Power HB = RB1 (also plug into RB slot if no Combo HB on the roster) - pHB gets plays as well. More when it's a close game, especially late.

Scat HB = RB2

FB heavy offense although pHB (RB and RB1) has many play chances to proc.

Runs much more common in the second half when winning or the score is close (losing by 3 to winning by 255) starting at the halfway point of the 3rd Q. OAI has several adjusts at midway point in the 3rd if losing by 3 to winning by 255 for additional runs (coincidentally matches the timing of Slow Starter VA - you could consider for inside OL and/or inside rushers as the late game strategy for close games is to pound the ball).

Conversely, pass rate goes up in the 4th if losing by 7+. Preset plays within passing packages have custom checkdowns considering down and yards to go.

OAI starts game with a 55% chance to run, 5% Screens, 40% chance to pass on 1st down, medium auto adjust. Adjusted by score in second half.

2 Minute Drill is actually a 3 Minute Drill. Will run the clock if deep within own territory late during the Drill.

When trailing in the 2nd by 22+ starting in the 2nd Q, heavy pass rate for downs 1-3.

Second half strategy is to Run when the game is close (score -3 to +255) starting at the midway point of the 3rd quarter and continues in the 4th Quarter.

Losing big procs heavy passing which could mean a larger loss later but you're losing big anyway.

If you do not have a running FB, recommend inserting your pHB or Combo HB at "FB" depth.



Edited by dusk883 on Nov 9, 2025 11:17:52
Edited by dusk883 on Nov 9, 2025 10:46:07
 
Tomcic
OC/DC Guru
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So, figured to accelerate the healing time, I will publish all PJs schemes. They were part of The Mob before the team removal so i think these will give at least newcomers of the game some schemes to work with. They were used on The Mob and New Jersey Generals during the past. The O variations are currently used on BIA and Prestige Worldwide.

I will figure out the logistics with support of how to provide them the best possible way.

P.S.: PJ, hope you don't mind lol
 
tremele
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Originally posted by Tomcic
So, figured to accelerate the healing time, I will publish all PJs schemes. They were part of The Mob before the team removal so i think these will give at least newcomers of the game some schemes to work with. They were used on The Mob and New Jersey Generals during the past. The O variations are currently used on BIA and Prestige Worldwide.

I will figure out the logistics with support of how to provide them the best possible way.

P.S.: PJ, hope you don't mind lol


 
CRAZiNESSco
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Originally posted by Tomcic
So, figured to accelerate the healing time, I will publish all PJs schemes. They were part of The Mob before the team removal so i think these will give at least newcomers of the game some schemes to work with. They were used on The Mob and New Jersey Generals during the past. The O variations are currently used on BIA and Prestige Worldwide.

I will figure out the logistics with support of how to provide them the best possible way.

P.S.: PJ, hope you don't mind lol


I cannot wait for this.
 
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