Miniature Football Home  

Go Back   Miniature Electric Football Forums > RULES WORLD, RULES WORLD, RULES WORLD plus Strategies and Formations > General rules posts not specific to a certain rules set
FAQ Members List Calendar Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 10-25-2009, 07:19 AM
the french guy's Avatar
the french guy the french guy is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: south west of France, Europe
Posts: 2,743
Default field goal simulation : how do you simulate the defense pressure ?

Hi,

As someones knows, I want to simulate all the actions for what the TTC QB should be used, including kicks and punts.

I readed some interesting things on doing punts, but very few things on field goals and extra point kicks.

I barely understand how to simulate it (charts, dices) concerning the field goal distance, but how can I manage the defense pressure on the field goal/extra point attempt ?


thanks,


Dimitri
Reply With Quote
  #2  
Old 10-25-2009, 09:48 AM
mantaraydre's Avatar
mantaraydre mantaraydre is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: new york
Posts: 2,866
Default KICKING GAMES

Hey french,

This is what i do and actually love it. FOR 1 I DO NOT USE THE TTQB FOR KICKING OR PUNTING. I USE A WEIGHTED BASE WITH FOOTBALL ON TOP OF THE BASE.
I weight the base a little with a Nut or puddy underneath. I do this since there is no player on top of the base. I attach a PAINT BRUSH CLEAR TUBE with a football glued on top of the tube. You can use a full straw for a higher/taller effect.

I set up the offense and defense in there regular kicking game formations
I then place the BASE WITH BALL attached were the kicker would be. I put a magnet under the kicker base to hold it's position for a few seconds.
** I put a perimiter around the BASE WITH BALL. Similar to a horse shoe. (three yards around the base with ball in the front and on both sides).This perimeter can be held down via magnet also.

I cut the board on for exactly 2 seconds. The premise is for any defender to break through and hit that perimeter. If they hit the perimeter it indicates they are just about to jump in the air for the block. The magnet is taken off the base with ball and bwb is put back in position. The perimeter is moved and the defenders are left exaclty where they were on the perimeter. The field is cut on simulating the ball is about to be kicked and airborne. Those defenders that made it to the perimiter were close enough to knock the base with ball off course for the block. THEY STILL MAY MISS THOUGH. I should have mentioned that all the other players are moved to the side once the perimeter is lifted.

***THE PUSH UP FRONT EFFECT
if a defender pushes an offensive player back and the BACK OF THE OFFENSIVE PLAYERS BASE HITS THE PERIMETER. That defender pushed the pile and is eligible for the block.That offensive lineman is removed along with everyone else (unless more defenders made it to the perimeter) and that defensive lineman who pushed the pile can run and knock the BWB offcourse once the board is turned on.

****IF NO DEFENDER MAKES IT TO THE PERIMETER
EVERYONE IS MOVED TO THE SIDE AND THE BALL IS KICKED AND IN THE AIR.
its fun watching the BWB going down field headed toward the goal post.
It is not as easy as it sounds. That BWB can veer left or right at any given moment and the extra point or field goal will be no good.

I JUST PERSONALLY LOVE HOW THIS ALL PLAYS OUT ON THE FIELD !!!!!!


*****PUNTS

Im still working on the punts but i use the EXACT SAME SET UP AS I JUST DESCRIBED. 2 seconds to getto that perimeter for the block. If no one makes it to the perimeter, the board is turned on and the punt is in the air for 3 seconds. I just cant figure out where to send the ball downfield for the 3 seconds since the other players must stay on the field to cover the put.
maybe i will send the ball down field with 2 gunners on the sides. once the ball reaches the return man, i will have to figure out a fair place to put the other players back for the blocks and tackles


MANTARAYDRE
__________________
IF YOU PASS WITH STICKS, YOU INCREASE THE LEVEL OF PICKS.

Last edited by mantaraydre : 10-25-2009 at 10:13 AM.
Reply With Quote
  #3  
Old 10-25-2009, 10:35 AM
mantaraydre's Avatar
mantaraydre mantaraydre is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: new york
Posts: 2,866
Default I SIMPLIFIELD THE KICKOFF TO MY LIKING.

FRENCH,


As i watch football games i notice return men catching the ball between the goal line and 5 yard line. So i somewhat averaged it out and always place the return man on the 2 yard line Also for the return team

1) 5 men on there own 20 yardline
2)3 men on there own 15 yardline
2) 2 men on there own 10 yardline


**THE KICKING TEAM

LINES UP WITH ALL 11 MEN ON THE RECEIVING TEAMS 40 YARD

*** The premise in football is if your going to return it at least get it back to the 20 yards. Anything after that is a decent to good to great return

***THE PREMISE HERE IS
the recieving team has 18 yards to get it to the 20 yardline and beyond
The kicking team has 20 yards to run to stop you at the 20 yardline or before you get there. (have superfast bases on your special teams).

***NO TOUCH BACKS, THERE IS ALWAYS A RETURN !!!!

*** ONCE A RETURN MAN GETS PAST THE 20 YARDLINE AND REACHES THE 25 YARDLINE. THE BOARD IS STOPPED.

All defensive players are turned toward the runner for the chase and tackle.
The board is turned back on and either the runner takes it to thehouse or is tracked down and tackled .

VERY SIMPLE AND ALOT OF FUN.
You always know any kickoff will begin with the return man on the 2 yardline


MANTARAYDRE
__________________
IF YOU PASS WITH STICKS, YOU INCREASE THE LEVEL OF PICKS.
Reply With Quote
  #4  
Old 10-25-2009, 11:23 AM
mark robin's Avatar
mark robin mark robin is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: S.E. TEXAS
Posts: 1,677
Default

Dre' thanks fr the tip on kickoffs. i usually do 4 seconds to simulate hangtime(i dont run board too fast). then i to run from the 2 yd line. after my 4 second hangtime, is when i do all my unengaged pivoting, but only on kick team.
Reply With Quote
  #5  
Old 10-25-2009, 12:59 PM
the french guy's Avatar
the french guy the french guy is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: south west of France, Europe
Posts: 2,743
Default

thank you !


I'll study that tonight...and certainly come back with new questions
Reply With Quote
  #6  
Old 10-25-2009, 06:47 PM
the french guy's Avatar
the french guy the french guy is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: south west of France, Europe
Posts: 2,743
Default I readed your homemade rules carefully and...

...I love them ! with that rules, I don't need dices or charts.

I like it because :

it keeps the game in the real world physics (no dices or mathematics) but without the need of physical abilities or skills to use a TTCQB. Exactly what I was searching for.

it keeps the game as less abstract as possible : we can see the actions, ball flying, etc...


The last thing I like, even if I didn't try for now...is that it sounds very realistic in the effects. I mean, tweaking a base for a 100yards run, is possible...but how many times will it run STRAIGHT for center home end zone to center opponent endzone ? It's really difficult.

For my very humble experience of tweaking, a good runner base really straight run will be very easy for 0-25 yards, quite easy to 30-40 yards, difficult after 40 yards...in my tweak skills and on my board, at least. So it should be quite faire compared to the real thing. The purpose is to make 1 good running ball, to make the field goal play balanced.



For the return game, it's quite clear too. I guess we should be able to use the "running ball" to add a little spice on the return kicks ? Just to see where the return man can start his run ? What do you think about it ?


Anyway, I have to make a BWB (I prefer "running ball" term ) tomorrow night, and test it ! I'll make a pretty little thing with turf and detailed flying ball...if I can (not sure of the balance of the whole thing) I'll try to make the ball high enough to pass the goal post bar.

Last edited by the french guy : 10-25-2009 at 06:49 PM.
Reply With Quote
  #7  
Old 10-28-2009, 11:33 AM
Coach K-LO's Avatar
Coach K-LO Coach K-LO is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: SILVER SPRING
Posts: 5,383
Default here what is done in competition

Quote:
Originally Posted by the french guy View Post
Hi,

As someones knows, I want to simulate all the actions for what the TTC QB should be used, including kicks and punts.

I readed some interesting things on doing punts, but very few things on field goals and extra point kicks.

I barely understand how to simulate it (charts, dices) concerning the field goal distance, but how can I manage the defense pressure on the field goal/extra point attempt ?


thanks,


Dimitri
in most leagues or tournaments, there is a limit to how far a kick may be attempted. Usually the line of scrimmage is the opponent's 46 yd line. this will make the FG 63/64 yds, which is the longest in the NFL history which is used as a giudeline.

there are differences when it come to the action of the play. Some leagues run the field for 1 second to applay rush...some leagues make you kick with the field running and if a defender hits the kicker, holder, both, or your hand it is considered a block kick.
Reply With Quote
  #8  
Old 10-28-2009, 02:31 PM
the french guy's Avatar
the french guy the french guy is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: south west of France, Europe
Posts: 2,743
Default

Thank you !

I believe I'll go for simulated kick, or try to build that fancy automatic kicker I've seen on another topic
Reply With Quote
  #9  
Old 10-28-2009, 03:33 PM
styx's Avatar
styx styx is offline
MFCA MEMBER
 
Join Date: Mar 2008
Location: toledo ohio
Posts: 989
Default some

coachs even make kicking cards to simulate fgs/xpts.
Reply With Quote
  #10  
Old 10-28-2009, 03:40 PM
the french guy's Avatar
the french guy the french guy is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: south west of France, Europe
Posts: 2,743
Default

In the tweak mag issue 1, there is a chart for kicking game too
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Forum Jump

All times are GMT -4. The time now is 01:39 AM.

Powered by vBulletin Version 3.6.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.