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
  #11  
Old 09-06-2010, 12:14 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default Examples

Quote:
If you place the ball down and the defender is 10yds from the ball. And a 15yd stick is used, what would I need to roll to complete the pass? Just trying to understand the chart.
The chart is labeled 1-6 for passing sticks, which represents the distances i use, 5, 8, 11, 14, 17, and 20 yards. So lets say a 14yd stick (#4 on the chart) was used. The offensive player places the ball anywhere from 0-14 yards from his player and moves his player to the ball. NOTE: YOU DO NOT HAVE TO PLACE THE BALL 14 YARDS FROM THE RECEIVERS CURRENT POSITION. YOU CAN PLACE IT ANYWHERE UP TO THE STICK DISTANCE. The defense then moves the nearest defender up to the same distance as the stick; so the defender can move 14 yards towards the ball/receiver. If the defender was 10 yds from the ball AFTER moving his 14 yards (he was originally 24 yards away, then moved 14 yards closer), going by the revised charts, you would need to roll a 3 to complete the pass, and there is no chance of an interception. NOTE: If a defender ends up more than 10 yards away, you still use the 10 yd chart (though this is uncommon). Another example: 8yd stick, but the defender is 7 yards away. This is the number 2 stick on the chart, so you find 2 and -1yd and see that you need to roll a 11 to complete the pass and if you roll a 3 or less it is an interception. If the defender is closer or the same distance as the passing stick (number on chart is 0 or negative), as in this case, if the pass is completed the receiver is down on the spot. NOTE: If a pass is determined to be complete, then all defenders can move the same distance of the stick in any direction (if it was a 14 yard stick they can all move 14 yards in any direction), offensive players may not move. I hope this helps, if you have any more questions just ask.

Last edited by volcanohead : 09-06-2010 at 09:40 PM.
Reply With Quote
  #12  
Old 09-06-2010, 12:21 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default

Quote:
I don't understand that point If you allow the receiver to pivot, and allow to angle the passing stick, you can easily simulate curls, turns or whatever complex WR runs, no ?
Yes, you can do curl routes with sticks, but the receiver must run back toward the line of scrimmage to catch the ball (if you use a 14 yard stick he must run back 14 yards). In this method, he can simply turn, wait for the ball, catch it and then head upfield. The defenders still move toward him, simulating the ball in the air, but he is not required to run back the full length of the stick (though he can if he wants to). If you watch the NFL on curl routes that is what they do: turn, maybe take a few steps towards the ball, but then wait for it. Hope this clears things up.
Reply With Quote
  #13  
Old 09-06-2010, 12:26 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default Reposting of charts

To clean things up these are the final charts.

Normal
-----------1--------2--------3--------4--------5--------6
+10yd---(2,0)-----(2,0)----(3,0)-----(3,0)----(4,0)-----(4,0)----+10yd
+9yd----(2,0)-----(3,0)----(3,0)-----(4,0)----(4,0)-----(5,0)----+9yd
+8yd----(3,0)-----(3,0)----(4,0)-----(4,0)----(5,0)-----(6,0)----+8yd
+7yd----(3,0)-----(4,0)----(4,0)-----(5,0)----(6,0)-----(7,1)----+7yd
+6yd----(4,0)-----(4,0)----(5,0)-----(6,0)----(7,1)-----(8,2)----+6yd
+5yd----(4,0)-----(5,0)----(6,0)-----(7,1)----(8,2)-----(9,2)----+5yd
+4yd----(5,0)-----(6,0)----(7,1)-----(8,2)----(9,2)-----(10,3)---+4yd
+3yd----(6,0)----(7,1)-----(8,2)-----(9,2)----(10,3)----(11,3)---+3yd
+2yd----(7,1)----(8,2)-----(9,2)----(10,3)----(11,3)----(12,4)---+2yd
+1yd----(8,2)----(9,2)----(10,3)----(11,3)----(12,4)----(13,4)---+1yd
Even----(9,2)----(10,3)---(11,3)----(12,4)----(13,4)----(14,5)----Even
-1yd----(10,3)---(11,3)---(12,4)----(13,4)----(14,5)----(15,5)---(-)1yd

For bullet passes, the offense uses the next passing stick down from the normal measurement and this chart. (For example, if the measurement is normally for a 8-yard passing stick, the offense uses a 5-yd stick.)
Bullet
-----------1--------2--------3--------4--------5
+10yd----(3,0)----(4,0)---- (4,0)---- (5,0)---- (6,0)---- +10yd
+9yd---- (4,0)---- (4,0)---- (5,0)---- (6,0)---- (7,1)---- +9yd
+8yd---- (4,0)----(5,0)---- (6,0)---- (7,1)---- (8,2)---- +8yd
+7yd---- (5,0)---- (6,0)---- (7,1)---- (8,2)---- (9,2)---- +7yd
+6yd---- (6,0)---- (7,1)---- (8,2)---- (9,2)---- (10,3)---+6yd
+5yd---- (7,1)---- (8,2)---- (9,2)---- (10,3)---(11,3)----+5yd
+4yd---- (8,2)---- (9,2)---- (10,3)---(11,3)---(12,4)----+4yd
+3yd---- (9,2)----(10,3)---(11,3)----(12,4)----(13,4)----+3yd
+2yd---- (10,3)---(11,3)---(12,4)----(13,4)----(14,5)----+2yd
+1yd---- (11,3)---(12,4)---(13,4)----(14,5)----(15,5)----+1yd
Even---- (12,4)---(13,4)---(14,5)----(15,5)----(16,6)----Even
-1yd---- (13,4)---(14,5)---(15,5)----(16,6)----(17,6)---(-)1yd

Last edited by volcanohead : 09-06-2010 at 12:30 PM.
Reply With Quote
  #14  
Old 09-06-2010, 12:27 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default

This is based off of Jason Hanson's career FG stats. The number shown is the minimum roll needed on the 20-sided die for a field goal to be good.

Line of scrimmage---Minimum number needed

`````1-12``````````````Automatic
`````13-20`````````````````2
`````21-23`````````````````3
`````24-25`````````````````4
`````26-27`````````````````5
`````28-29`````````````````6
`````30-31`````````````````7
``````32```````````````````8
``````33```````````````````9
``````34``````````````````10
``````35``````````````````11
``````36``````````````````12
``````37``````````````````13
``````38``````````````````14
``````39``````````````````15
``````40``````````````````16
``````41``````````````````17
``````42``````````````````18
``````43``````````````````19
``````44``````````````````20

Last edited by volcanohead : 09-06-2010 at 09:32 PM.
Reply With Quote
  #15  
Old 09-15-2010, 04:34 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default bump

in case you missed it phillyfanatic

Last edited by volcanohead : 09-15-2010 at 09:04 PM.
Reply With Quote
  #16  
Old 09-15-2010, 05:31 PM
RooMorgans's Avatar
RooMorgans RooMorgans is offline
MFCA MEMBER
 
Join Date: Nov 2006
Location: Baltimore County, MD
Posts: 1,136
Default

I have also been thinking about something like this, but in a different way, for my upcoming college and pro solitaire leagues.

Let's take 2 d6, one red, one white.

Those familiar with APBA games will be familiar with this, they are read as Red-#, White-#, so as to create 36 possibilities (11-16, 21-26, 31-36, 41-46, 51-56, 61-66).

Not coincidentally, 36 pass attempts is a good number per team per game, for an uncomplicated average.

Now, I don't use stick passing at all in solitaire. I throw all passes. That would lead to astronomical completion %'s, however, for all QBs in the league without some modification. And there'd almost never be interceptions (I've thrown 4 in face-to-face league play in 9 seasons).

So, in incorporating dice into my solo league, I've decided that I'm going to try the following. Before all passes (I'm not worried about the distance of the pass), I roll the two dice:

R - W: Result
1 - 1: Interception. Defender nearest intended receiver intercepts, returns if not engaged.
2 - 1: Incomplete.
2 - 2: Incomplete.
3 - 1: Incomplete.
1 - 2: Incomplete.
1 - 3: Incomplete.
5 - 6: Incomplete.
6 - 5: Incomplete.
6 - 6: Interception. Defender nearest intended receiver intercepts, and is down there, no return possible.

That's 9 of the 36 possible combos. Leaving a 27/36 chance (75%) of actually throwing the pass with the TTQB. But given I hit roughly 80% of the time when physically throwing the pass, that means that roughly 5 of the 27 actual attempts will be incomplete (or intercepted if I really mess up).

So, on average, 22/36 passes should be complete, or 61%. For modern day college and even pro football, this is about where I'd like it to be. It will fluctuate from game to game of course, but over a season, I think it's a pretty good level. I then have a system already in place (it may be included in my ECFA Solitaire Rules from many years ago that many of you have), regarding defensive play on the ball based on distance of the pass, etc.

I will also use dice rolls after each play to determine penalties, fumbles, injuries (pro only), etc. I guess it's sort of simliar to the idea, but I've never really played under that style, so I'm kind of making it up as I go.

Roo
__________________
GO PITT!!!
Reply With Quote
  #17  
Old 09-15-2010, 09:03 PM
volcanohead's Avatar
volcanohead volcanohead is offline
MFCA MEMBER
 
Join Date: Jan 2009
Location: SE Michigan
Posts: 126
Default

that's am interesting idea, but the purpose of my chart is to level the playing field for when i play against my friends, who are much more casual (don't own a board, etc.) This and multi-stop help it to be a more strategic, balanced game.
Reply With Quote
  #18  
Old 09-28-2010, 07:25 PM
the System the System is offline
MFCA MEMBER
 
Join Date: Aug 2009
Location: Topeka, KS
Posts: 158
Default Passing

In my youth, none of my friends could make the TTQB work. After a school class on dice rolls and fractions and percentages we came up with an idea. On passes we would roll 2 d6 dice and count the total. 2 through 6 was an incompletion. 7 through 12 was a completion. The completion % came out to 55% which was the NFL average. After 1 season we came up with new rules. If you roll a 2 it is an interception, if you roll a 12 it is a touchdown. It sped up game play and it was something we could agree on.
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 01:36 AM.

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