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The Kicking Game
A few of the guys in the MW have Chris LeMay's "Kicking Cards" which I believe have added one of thee most important parts of football to our beloved game, the Kick Return. Actually, I think Special Teams is essential to any game of EF. However, all 10 of us didn't have the cards, so as Ron and I have delved into tabletop wargames, we are quite accustomed to using dice. We created the following system to accentuate Chris' card system. But if you don't like dice, get Chris' cards ASAP.
KICKOFFS: *Kicking Team lines up on their 30 and the Return Team lines up on the KT's 45. *We roll our dice (2 same colored D6 and one different colored D6) to determine how far and where the kick goes. *Let's say we roll a 3 on the 1D6 and two 4's on the 2D6. The 1D6 tells us that it's a "thirty-something" yard kick and then we add the two 4's (not to exceed 9). So in this case, it's a 38yd kick. We add the 38 to the Return Team's starting LOS (45) to see how far. In this case, 38 + 45 = 83. Subtract that from a 100yd field, means the ball is kicked to the 17. Bad kick. Must be Vanderjagt. *Now we know "how far" the kick went, but now we need to know "where" it went or what part of the field. All of our fields can be divided into 6 zones, from the Kicking Team's left to right:
Reroll the dice and read the 1D6. Let's say the 1D6 came up a 3. The KR can be placed on the 17yd line anywhere between the hashes. Now as far as "hangtime" is concerned, that is determined by the length of the kick (not to exceed :04 seconds) or in this case 38yds = :03 seconds of hangtime. As you can probably assume, hangtimes are:
Now, since most EFers don't practice enough with their Kickers, we don't always have to return the ball from the same ol' GL EVERY SINGLE KICK. BOOOOOOOOOOOOOOOORRRRRRIIIIIINNNNNGGGGGG!!!!! Last edited by JIMBO : 11-29-2006 at 01:22 PM. |
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