I decided to write a guide to highlight some of the strategies i used as well as the pitfalls i encountered. Here are the cliff notes:
1) Set the game up in your favour. My solution adds a few points to the guide that CoolJoeItaliano's wrote
2) Play 24 games with the team you start with. Don't buy cards until you have played 24 games. If you buy cards and put them in your lineup, their contracts will expire and you will waste time and money (coins, not real money) getting them back into your lineup.
3) Once you have played 24 games, decide how to spend your money put the players in and hope you get a rating of 80.
CoolJoeItaliano's solution outlines a few tips on how to setup your game. I'm going to repeat/expand upon that solution.
1) All-madden difficulty - Do not touch the player sliders. You can change the CPU sliders, kicking power sliders and offsides in your favour. .
2) Game length - 5 minute quarters maximizes the coins. There is no bonus to play longer and there is minimal bonuses for scoring a lot of points. And playing 4 minutes incurs a pretty stiff penalty so leave it at 5 minutes
3) Accelerated Clock - Leave it on and set the timer to 10 seconds. This means that after you select a play, there will only be 10 seconds on the game clock. This will speed up the games. Please note, this does not apply after the 2 minute warning and i will cover that later in the solution.
1) Defence - The sure fire way to win the game is to turn offsides off and sit in the backfield. You can also use this to tackle punters and kickers. The clock will keep moving since it is a running play. This will give you great field position and allow you to score when the ball is turned over. There is only one downside and i will cover that when i talk about coins collected per game.
2) Offence - To speed up the games, run as much as possible. If your play ends in an incomplete pass, the clock doesn't move. Believe me, you are going to want to keep the clock moving. I used the gameflow to select plays and whenever i got a passing play, i just ran with the QB. I was surprised have effective this was at gaining yards. However,
your QB is very fumble prone so be warned. I got in the habit of diving (X button) when defenders approached me.
3) Kicking - With the sliders maxed out, you will have enough leg to hit 70 yard FGs, assuming you line them up properly. This means you only need to get to mid field to score and that is important because gaining yards on offense is tough.
4) Punting - With the sliders maxed out, it will be difficult NOT to get touchbacks when you punt the ball. I would even punt on non-4th down just so i could pin my opponent deep and go back on defense.
5) 2 minute warning - The CPU will try to do clock management and/or hurry up offense during the 2 minute warning. This will be annoying as it will extends the game. My best advice is to have the ball during the 2 minute warning. Easier said than done.
Coins per Game:
With this game setup, you should have able to get >1000 coins per game. The actual number of coins varies (I don't know how) but below I listed the ranges I observed
1) All-madden difficulty (350 to 400): This is for winning the game
2) Beating CPU: (~250): This is for beating the CPU
3) winning by x points (375-450): Winning by a certain number of points. You get 375 for winning by 10. This is why i recommend only playing 5 minute quarters as there is minimal reason to run up the score.
4) Allowing between 0-100 yards rushing (100): Note that i said BETWEEN. If you do the offside cheat, their total offense will be negative and you will not get this. I recommend you do not do the offside cheat on every down. In fact, i usually only used the offside cheat on 4th down. My defense did a surprisingly good job. Also, this will limit how much meddling you will have to do.
5) 3 rushing TD (25), 3 receiving TD (25), 100 yards rushing (25): These rewards are paultry and are not enough to warrant playing long games. But if they happen, great.
6) Defensive TD (25): This is luck based. You can improve your chances by creating fumbles using the offside cheat but the 100 coins for limiting their offense to 0-100 yards is more appealing.
7) Supersim penalty (-300): Pretty stiff penalty for supersim. Be advised.
These are the only ones i saw. There are rewards for 2 rushing or receiveing TD but those only get you 5 points. There may be more (IE beating a player instead of the CPU)
Spending coins / Team Management
If there is one thing to take away from this guide it would be this: Make sure the contracts of your bought players do not expire. i made the mistake of playing my new players and then i had to spend a lot of effort acquiring contracts to get them on the field. They didn't help me win games because i was able to win with the starting team and the setup modifications. If you need to buy contracts, they are available
for 600 coins and they will get a player back on the field.
The reason i suggest 24 games is because all your starting players are on 25 game contract and if you play 25 games, the contracts will expire and you will have holes in your lineup. It isn't a big deal as you should have some contracts to throw around but it is a headache.
You will then have to decide how to spend your money. When you buy a package, you will usually get 6 players. The other cards will be coaches, stadiums, contracts, jerseys and playbooks.In order words, they are useless for team rating.
After 24 games, you should have ~24K coins. You will have to decide if you want to buy gold packs and get more players or buy premium packs and get better players. Honestly, i think it will be a wash. i ended up needing 1 premiums, 3 gold, 1 silver (bad purchase), 2 bronze (ran out of offensive lineman) and 5 contracts. I was stuck at 79 and bought a silver but that didn't get me over the hump. I then bought a gold and got up to 80.