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  #1  
Old 10-02-2010, 04:10 AM
the french guy's Avatar
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Default Working on my french ruleset : audible questions

Hi,

I'm currently working on my french ruleset. THe goal is to make a "french friendly" ruleset, meaning easy to understand, easy to operate rules.

For that, thinking about the lack of players here, I want to keep the timing simple and realistic. So in my ruleset, you time it like that :

advanced ruleset (tournament finals, league play) :
  • 4x15minutes, clock stopped on out of bound and scores.
  • "Deployement" in 40 seconds, simultaneously. The timer is launched only once each player moved his complete squad on his side of the LOS.
  • Audibles and reajustements

basic ruleset (tournament rows, friendly fast gaming) :
  • 2x20 minutes, clock stopped on out of bound and scores.
  • "Deployement" in 50 seconds, simultaneously. The timer is launched only once each player moved his complete squad on his side of the LOS.
  • Audibles and reajustements


Why using simultaneous deployement ? To keep the game fast and easy.

One thing I don't like in most of rulesets, is to lose time in setting up the speaking timer once for the offense, once for the defense. So one of the guys is focusing on the timer, not the game. Here we does not have enough players to put one on timing. So 3 timers (one offense, one defense, one general timing) is just...boring.

The other reason is that we want to keep the action fast and smooth. Football timing stoppages are something very difficult to understand for a french.


Using a system like that, we need a good audible/adjustement system to keep the game interesting on a strategic point of view.

I was thinking about allowing a specific number of pivots, and a specific numbers of figures moves.

It's where I need your input. THinking about the system I want to use, how many pivots and figures moves (O and D) should we allow to keep the things fair, realistic, and fast ?

I already have my own idea, but I wonder what you "pros" are thinking about it first.


thank you.
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  #2  
Old 10-02-2010, 07:24 AM
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Default Simultaneous set up

Dimitri,

I like the simultaneous offensive and defensive setup to keep the game moving at a fairly quick pace.

One way to keep it simple, is to just set up your play as it is to be run at the snap of the ball with all players already angled and pivoted in the direction they are to go.

I have read the rules that one coach uses for simutaneous setup and basically the offense and defense set up at the same time and once the offense is setup the coach announces "set" and the defensive coach must immediately stop his setup. If he has a player in his hand then he must immediately place that player on the field.

If the offense does not annouce "set" within the required 40 or 50 seconds then they are flagged for a "delay of game" penalty and if the defense does not immediatly place the player in his hand on the field after the offense declares "set" then they are flagged for the penalty.

Coaches will move and countermove all day long if given the opportunity and that is what slows the game down. Just keep it simple especially for teaching new coaches how to play.
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Old 10-02-2010, 11:25 AM
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Default

thanks for your answer !

It's exactly the way I played last time. But we allowed some audible moves. The question is , what is the best balance between fast palyability and strategic interest ?
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Old 10-02-2010, 01:11 PM
efgamer efgamer is offline
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Default Play like real football!

Hey Dimitri, you guys play like I do. Hey I do not worry with how many pivots. I play simultaneos setup. The offense can shift, man in motion and pivot their men. The defense reacts to the offense during this 50 second segment by moving men, pivoting men, in any direction. This really gives you the feeling of playing football. After the offense annouces "Hut" all pivoting and movement is complete and the play is executed. Of course, pivots are allowed to the defense after a TTQB pass completion. This is fast and exciting. Now, the offense must perform their shifts and pivots in correct order. I like to set my defense up as quickly as possible showing an overload to a side making the offense think they can run to the opposite side, and then I shift my men to the other side just before the offense finishes their set-up! Just some strategy you can use. It is terrific! I wish more coaches would try this system. They would love it! I think the main problem with minature football is that most coaches like to play slow and cover all possibilities. Well football is a game of numbers (out numbering your opponent and gaining an advantage. Real strategy comes in real time, you must make quick decisions. This opens the game up to another level. These are just my opinions. I will post a video in the near future of a game to show how easy and realistic this approach to minature football really is!
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Old 10-02-2010, 02:04 PM
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Default Balance

Quote:
The question is , what is the best balance between fast palyability and strategic interest ?
I don't know the best way to achieve the balance you are wanting but one way to maintain strategic interest in the game is to not place so many restricitions on game play that it limits the offenses ability to be creative and innovative in play calling and execution or limit the defenses ability to defend against a coach who has that ability.

Football is about developing an offensive game plan using the strengths of the offense that can avoid the power of the defense and take advantage of the weaknesses of the defense and conversely the defense has to do the same.
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Old 10-02-2010, 02:29 PM
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Default

thank you both for the help

Quote:
This is fast and exciting. Now, the offense must perform their shifts and pivots in correct order. I like to set my defense up as quickly as possible showing an overload to a side making the offense think they can run to the opposite side, and then I shift my men to the other side just before the offense finishes their set-up! Just some strategy you can use. It is terrific! I wish more coaches would try this system. They would love it! I think the main problem with minature football is that most coaches like to play slow and cover all possibilities. Well football is a game of numbers (out numbering your opponent and gaining an advantage. Real strategy comes in real time, you must make quick decisions. This opens the game up to another level. These are just my opinions. I will post a video in the near future of a game to show how easy and realistic this approach to minature football really is!

I 'll make a try to do 100% realtime stuff to see if I like it



Quote:
I don't know the best way to achieve the balance you are wanting but one way to maintain strategic interest in the game is to not place so many restricitions on game play
It's why I'm thinking about that question of "after clock" pivots/moves possibility. Perhaps your idea of "post snap" pivots can be a good way to keep the thing realtime during setup, but allowing some flexibility and strategic possibilities just after the snap, without using any timing...

I have to test all that. Thank you for the ideas !
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