Yeah, thats it. Always keep a lineelf to the bulls, so they have to dodge, if they want to go somewhere. Even once they have acquired break tackel, they might still roll a 1 occasionally. Just make sure, the marking player is not in somebody elses tackle zone!!
Try to outrun him. You are a lot faster (except for the bulls), so if you have the ball, keep it deep in your half and try get a couple of players around his defense. Then make a quick move (quick passes and handoffs included) forward to hand the ball to one of your receivers and score the TD.
The tricky bit is defense. Try to get at his ball carrier before he can move the ball ito the middle of his players. Once he has done that it is very difficult to stop him. So kick deep into his half (kick skill helps) and rush a number of players between the player who picks up the ball and his players on the line of scrimmage.
If he has indeed managed to get the ball into his cage, then try the following:
Move most of your players (about 6 or 7) in front of his cage, one square away from his. Make sure that he will have a hard time blitzing through your screen, by stacking your players in overlapping tackle zones. Try to make him move closer to the sidelines, that way you have better chances to stop his momentum. And always keep two or three players on the back of his cage,
in contact with his back players. That way, he must choose, to either dodge away from them, which is something he doesnot want to do (AG 2). Or he can use his players to block yours, which means he cannot follow the cage with them, thus creating gaps in the cage or losing a turn of forward movement. Finally, always keep one of your players (preferably a catcher) in range for a TD.So, once you DO pop the ball loose, you can hand-off/pass to that player for a quick counter-touchdown.
One other thing: If you can choose, whether to kick or receive, i would want to receive. Try and get the first TD of the game, if you can, try to even stall it for a turn or two,
if you can do so without risk of losing players to casualties! The reason for this is, if you score in only two turns, he will have 7 to equalise. Every additional turn you take, is one turn less for him to equalise, which might result in him becoming a little nervous an pressed by time, which might either lead to him simply not having enough time to score, or - even better - open an opportunity for you to steal the ball from him, as he tries and risks more.
Remember, if you can make him stray from his usual type of play, you are in the advantage! If you take a 1:0 lead over into 2nd half, your half way there, if you even manage to go 2:0 in the lead, you half almost won already.
Oops, this has become a lot longer than I meant it to.

Hope, I could help and didnt just send your brains spinning in the atmosphere.
Oh, and try to ignore my avatar, if you are seriously trying to understand my hints. I have been told, it might prove ... distracting to some blokes around here.
