Special Teams Overrides
Special Teams Overrides
Last updated Aug 6, 2026 by jdavidbakrSpecial Teams
Table of Contents
Overview
This page provides information about specifying overrides for special teams plays.
It was originally written by Setherick in 2017, this page being sourced from here.
Contents of this page are initially taken from that thread, the thoughts are from the original thread poster.
Key points have been distilled.
Please consider that the Position Matrix determines allowed positions on Special Teams as well as Offence and Defence, which will affected some of the advice from the original post - for example, the Player Matrix for a League may not allow players to be selected in the positions below.
In that instance, the attributes listed are still relevant for determining players to use in the positions.
History
Return game from 0.3.x was flawed in that 100 SP, AC, and Break Tackle for a returner would lead to a significant amount of PR touchdowns. This was tightened up in 0.4.x. game versions.
The Depth Chart
The following are considerations for manually setting special teams depth charts. It is recommended to manually set to get the optimal approach; auto-set is not recommended. For example, Gunners can be set the DEs if the Speed is high enough.
| Postion | Attributes | Suggested Player types |
|---|---|---|
| Gunner | Speed, Tackling | DB, LB |
| Blockers (FG, XP) | Strength,Block, weight | OL, TE, FB |
| Rushers | Speed, Strength, Pass Rush | DL, LB |
Overrides
As with all elements of the game, Overrides are important in ST settings to give more control. It is highly recommended overrides are always used within ST plays.
Suggested overrides are listed below
| Type | Position | Attributes | Suggested Player Types |
|---|---|---|---|
| Punt Return | Wing blockers (over Gunners) | Speed, Strength, Run Block | WR, TE, FB, RB |
| Kick Return | Wedge | Speed, Strength, Run Block, weight | TE, FB |
| Kick Return | Front Line | Run Block | OL, WR, RB |