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-   -   BIRTH AND DEATH OF THE TTQB (http://www.miniaturefootball.com/forum/showthread.php?t=18934)

the french guy 09-24-2010 02:16 PM

Depands of the ruleset perhaps ?

If the ruleset is designed to work with TTQB, it will work with passing sticks, but certainly will be weaker.

Geno H 09-24-2010 02:20 PM

Quote:

Originally Posted by the french guy (Post 122019)
Depands of the ruleset perhaps ?

If the ruleset is designed to work with TTQB, it will work with passing sticks, but certainly will be weaker.

Dimitri yes you are correct. Rule sets change some of these dynamics.

Geno H

sweetka 09-24-2010 02:42 PM

just weighing in!
 
First is the history issue:

The metal ttqb came first. In the mid sixties, during the two peg first attempts at deluxe white and yellowish players Tudor made a ttqb with a spring loaded kicking leg. The following years the spring was removed representing the product you have today.

Now to the debate. Passing requires time, patience, and repetition. I have played 41 years and I am terrible when I don’t practice and okay if I do. I have also played simulation and I like that as well. Its all about what is best for everyone.

Just my thoughts.

Michigan Joe 09-24-2010 02:50 PM

Quote:

Originally Posted by Iron Eagle (Post 121989)
When the TTQB is used exclusively, coaches tend to just put 9 guys in the line of scrimmage every play. This bottles up the run game and DB's are allowed to commit defensive holding and maul receivers and we call it coverage. I would like to see something a little more sim without having to resort to multi-stop games.

I had similar feelings and then I discovered the turn-n-burn/stationary-safety rule as used in the Mid-Ohio. I felt that this SIMPLE rules option created a great balance for traditional one stop rule sets (which I prefer to multi-stop). With this rule set, safties can come up and support the run if a run is called by the offense, or can sit in their spot and play zone pass defense if a pass is called by the offense. With turn and burn, speed on the perimeter becomes even more important, and so does playing with depth on defense (don't get beat deep). All out blitzes actually bring with it a level of risk that seems more appropriate IMHO.

If interested in this rule read my post...
http://miniaturefootball.com/forum/s...ad.php?t=14704

mantaraydre 09-24-2010 03:54 PM

I SHOULD HAVE ADDED
 
COACHES,

I should have added that stick usage betters serves play with a scale size board. it is alot more room to operate with.

This topic will always be a seperate issue in regards to playabilty. So everyone just carry on with the way you like to play . That is the only way you will make yourself happy.

mantaraydre

mantaraydre 09-24-2010 04:06 PM

A POSITVE NOTE ON TDQ PASSING
 
COACHES,

a positive thumbs up for the tdq. That qb makes a world of difference. it is well worth the $ 15. I think i have six or 7 now. I told geno i would never sell them or trade them. I just like to have a back up in one breaks. But guess what, i still pass with the first one i ever brought and never touched the others after all this time. Im amazed some coaches still do not own one.
Much better way to pass than with a ttqb. Way more zip in the ball.

I would have brought at least ten to 12 ttqbs up until now due to replacing them. Someone told me dont use them until game time, they will last longer. THEN HOW DOES ONE PRACTICE. WITH A TDQ YOU DONT HAVE THAT PROBLEM.You can practice all day and night.

mantaraydre

Iron Eagle 09-25-2010 09:44 AM

Quote:

Originally Posted by Michigan Joe (Post 122026)
I had similar feelings and then I discovered the turn-n-burn/stationary-safety rule as used in the Mid-Ohio. I felt that this SIMPLE rules option created a great balance for traditional one stop rule sets (which I prefer to multi-stop). With this rule set, safties can come up and support the run if a run is called by the offense, or can sit in their spot and play zone pass defense if a pass is called by the offense. With turn and burn, speed on the perimeter becomes even more important, and so does playing with depth on defense (don't get beat deep). All out blitzes actually bring with it a level of risk that seems more appropriate IMHO.

If interested in this rule read my post...
http://miniaturefootball.com/forum/s...ad.php?t=14704

Joe,

It's funny you wrote this, I use turn and burn and 1-3 stationary players in my solitaire league. My defensive set up in the secondary look like real football. Depending on the offensive personnel.

For instance, say I roll the dice and the offense comes out in 11 personnel (1 RB 1 TE), with the third WR on the weak side of the formation. I may call a Cover 1 - weak cover shell (1 stationary safety over the top on the weak side of the formation).

Or if the offense comes out in 21 personnel, and it's third and 3, I may call a cover 2 w/ hard corners to take away the flats and the outside run

Or if it's 20 personnel and 3rd and 4, then maybe a cover 3 w/ the FS dropping deep with the corners and the SS in run support. It all depends.

I just don't see that when I watch EF games and this type of stuff can be done without multi-stop. I would like to see your League's rule set in person. Sounds closer to real football.

I still don't understand the fascination with allowing corners to blow up receivers and hold them or push them out of bounds for the duration of the play. That just seems so archaic to me. The real NFL is making their rules more and more receiver friendly every year and we seem to be going in the other direction. I think that's a bigger issue than pass placement versus TTQB/TDQ.

the french guy 09-25-2010 10:41 AM

Quote:

I use turn and burn
I use sticks, but I remove the turn and burns or even WR pivots (=you put the stick and pivot the WR) of my ruleset.

In my ruleset, you turn on the board, you turn OFF when a receive is open (in a timed limit). Then, you 're allowed to put the stick on a 180° angle IN FRONT of WR base, BUT YOU CANNOT pivot him.

So you have to know your WR course perfectly

It makes medium or long range passes more difficult ,to make the red zone offense game more fair.

it makes the game faster.

Finally, I obtain a sort of old school (based on tweaking performance and team knowledge)/new school (passing simulation, allowing defense and offense complex runs) gaming.

mark robin 09-25-2010 10:48 AM

here is a suggestion for solitaire players. any DB within 5 yds of LOS MUST be running away from the LOS. all WR's must be on rookie type bases. that should get things goin and be more WR friendly. and allow only ONE stationary player, BUT he must remain between the hashes. ppls$

Iron Eagle 09-25-2010 10:58 AM

Quote:

Originally Posted by mark robin (Post 122079)
here is a suggestion for solitaire players. any DB within 5 yds of LOS MUST be running away from the LOS. all WR's must be on rookie type bases. that should get things goin and be more WR friendly. and allow only ONE stationary player, BUT he must remain between the hashes. ppls$


Mark,

My rule set is like that. Can't directly push on the two outmost receivers w/i 5 yards. I do use 2 stationary safeties however but they have to be near the hash marks and at least 15 yards from the los.


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