#151
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I love it when team rolls up yardage and the other struggles and then through Kickoff returns and a turnover they win.
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#152
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How are you time your games with your play clock system or number of plays.
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#153
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The only stoppages are in the final 5 minutes of each half, when each team has 3 time outs and the clocks stops as it would in normal football. Depending on the pace of the game, I end up with anywhere from 95-105 plays, with about 85-90 of those being offensive snaps. I've been toying with the idea of just doing 20-play quarters, but I'd still add on the 5 minutes at the end of each half. I prefer to have the timing element involved rather than just, a team has 2 plays left, or something like that. Ed
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#154
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As long as my games run, I kinda feel like if I play that long and it's tied, then that's how it's meant to be. I actually didn't like it when the NCAA established overtime about 20 years ago. To me, if two teams play an even game, sometimes a tie is the deserved result. Plus, it adds a little flavor to the conference standings and to the rankings. Ed
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GO PITT!!! Last edited by RooMorgans : 02-08-2011 at 09:28 PM. |
#155
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Interesting conversation here guys.
One question I have is this. How do you set up and make adjustments to create balance between the offense and the defense; being as you know the offensive play call?
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Drk Mustang Football |
#156
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Teams run 1-back or 2-back sets based on real life. So the formation kinda takes care of itself, unless it's 3rd-and-long or something, and I split the RBs out as receivers. I let the QB run up to the line, kinda like a zone read, and pick the best option. Could be a pass, could be a pitch, could be a keeper. Whatever it is, the defense can adjust to it once it occurs. On passing plays, I use a spinning QB usually (and rollouts sometimes). On the spinning QB, the defense has to cover all the receivers man up. Defenses all have 4 DL and 3 LB. The 4 DL must be on the line from left tackle to right tackle. But they don't have to face forward. So zone blitzes are possible. Each team has 3 LBs who, except in 1-yard-to-go situations, must be 8 yards off the back of the DL. The safeties, unless blitzing or going backward, must be 8 yards off the back of the LB. So the formations really take care of themselves. It's up to the players who gets open, whether there are holes, and who attacks those holes. I just set it up and turn the board on. Ed
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#157
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I should also add that whoever is covering a receiver (could be a CB, safety, or LB), must be 5 yards off the receiver at the start of the play. They can go forward and bullrush them, but there has to be space to start with.
Safeties are allowed to blitz once a quarter. I usually do this as a run blitz when a team is struggling to contain a running back. When a pitch/handoff is done on a board stoppage, all unengaged defenders can be turned. If a RB gets it "off the break," the board is stopped when he hits the line of scrimmage, and all unengaged defenders are turned. On completed passes, the defense gets a 1-, 2-, or 3-second run to the receiver following the catch depending on pass length, then if there's no tackle, the receiver is pivoted, the defenders are pivoted again, and off they go. So the defense gets plenty of love in my rules set. Ed
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#158
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We have very similar ideas my friend. I use a 3 yard cushon on my recievers except inside the 5 yd line. Then DBs can come all the way up.
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#159
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Also, the yard distances between levels in the defense are washed out there, since there's so little room to work with. I just line them up as far as they'll go, but the safeties are obviously much closer. The Nelson-to-Edwards touchdown yesterday for BYU was so pretty. Lined up to run the tailback, but Ohio State stuffed the middle and the safeties pinched in on the receivers. But Edwards, the tight end to the right, slipped the linebacker covering him, got behind the OSU line, and coasted to the back to the end zone in the middle to catch the touchdown. I wish I had grabbed video of it because it was a perfectly executed goal-line play. Ed
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#160
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I use similar.......
.......systems as well.
This is my first go at it so I do make adjustments to my rules as I learn and gain experience. Basically I set up both sides; offense in the formation called for by the dice, defense in their base formation. The offense then makes any adjustments needed in order to execute the called play. At that point I do a quick flick to simulate the snap. After the snap the offense can adjust just the ball carrier if it's a run or eligable reciervers if it's a pass. The defense then can adjust all unengaged defenders. There are only tw drawbacks I have to figure out. The fiirst is that on a running play, by the time I get to the defensive adjustments, I already know who will be carrying the ball on the play. It doesn't seem to matter a whole lot though as I get good offensive production so I'm going with it for now. The second is getting recievers, especially TE's, into their routes. Kinda stumped on that one. What do you guys do. From that point I stop either at set points based on the play call like to make a pitch on an option, at a set point on the field (LOS, gain of ten), or a time limit, 3 or 5 seconds. Sorry if I've hijaked your league post.
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Drk Mustang Football |
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