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![]() The Playtest League is what I'm calling my series of experimental games using the teams I've got in my kit which were purchased two years ago from TVs Chachi in order to test and tweak the rules and procedures I've adopted for my solitaire game play —before I repaint them into the teams I've decided on to comprise my actual league. I'll post weekly results in this new thread, but will reprint the scores from the first two weeks of action as well as those of this week's game:
July 19 TIGERS 13 TRITONS 10 Continuing with my own process of experiment and self-learning, this afternoon I played my third game under the rule set I compiled for myself over the last two years and incorporating ideas from Brian McAtee, Glenn Hardaway, 46Defense, and several leagues as part of the mix. I've drawn from Buzzin'Brine the most since, given my work and family schedules, I need to play relatively quick games and don't have 3-4 1/2 hours to spare on a long, drawn-out affair even on weekends. So I play the game of possession sets: four downs to score and no additional downs except by penalty, with four complete possession-sets (eight plays per set) comprising a total 32-play game. I've also been playtesting my own method for simulating field-goal kicks in which the kicker must contact the immobilised holder before any defensive player does so in order for the kick to be good. A missed contact or a defensive player making first contact means a blocked kick or a miss. Drawing from a bag of teams bought from TVs Chachi two years ago, I selected out two squads labelled the "Tigers" and "Tritons" respectively. The Tigers received first but did nothing and were forced to punt, and the Tritons managed to score on second down in their first possession for the early 7-0 lead, which held through the remainder of the first half when the Tigers first FG attempt resulted in a miss. Going into the second half of play, the Tritons received the ball first and managed to drive downfield but had to settle for a FG —score 10-0. The next set, the Tigers marched their way up from the 35 (automatic touchbacks after a score, with the trailing team starting from their 35) and got on the board with their first TD. Tritons are held in their own territory and forced to punt. Tigers get the ball but are held to a FG to tie the game 10-10. Next possession the Tritons go for the pass on first down and make it all the way to the Tiger 1 yd line. They try a ground-attack to breach the endzone but are twice driven back for losses. Fourth down and the Triton pass is intercepted on the Tiger 4. Tigers drive downfield to FG range and make the successful kick for the 13-10 lead. Last possession goes to the Tritons, who try passing on all four downs (one attempt snuffed by a QB sack forcing them back to their own 2) and come up short on the last play as the game ends and the Tigers win by a FG. Elapsed game-time, including the halftime break which lasted a bit longer than planned for, was 2.16. I was hoping for a faster clip to play action but perhaps this is due to inexperience. The main timelag is in getting the teams set in formation for the next play. Further experimentation and tweaking of game procedure may smooth out these difficulties so I can get a game that will take up less than two hours —a necessity given the aforementioned limitations on my personal time. On a more positive note, this was a much closer game than the first two contests I played, which both resulted in shutouts. Good mix of pass and running attacks, a kicking game which appears to work well enough but could also use some tweaking in my view, and some good red-zone defence by both sides which kept the game close right to the end. All in all, a qualified success. July 25 GOLDEN RAMS 17 TRITONS 6 The Tritons were held to only two FGs in the first half by the visiting Golden Rams, who scored a TD in the second quarter. Third quarter and with a 7-6 score, the Tritons manage to hold the Golden Rams to only a FG on their next drive. But a Golden Rams TD on a long punt return effectively puts the game out of range for the Tritons, and their last scoring drive ends with an endzone interception as regulation play expires. This experiment was a bit more successful than last week's, with elapsed game time coming in at 1.49. Now for this week's results: August 1 TROJANS 35 SEAHAWKS 24 For this experiment, I added some scoring wrinkles (added points on long-zone TDs, yardage FG awarded to the team gaining the most positive yardage in the possession set, and 4 points for FGs kicked from 55+yds, though these last two did not factor into this game) and a new second-stop rule to deal with ball carriers who veer off sharply to the sideline or reverse due to the board (only one adjustment in the play allowed in said situation —with defence also allowed adjustment, of course). I'm also starting to feel a bit more comfortable with game play with each successive week, which aids in speeding up the tempo on setup for each play. In today's contest, the Trojans opened events with a score on their first drive from scrimmage after the kickoff return, but the Seahawks responded and tied the game at 7-7. Second quarter and a long bomb for 74 yards helps put the Trojans up 16-7. Third quarter sees a Trojan kickoff return for 100 yards and a TD, but the Seahawks step up and put 9 points on the board in the third quarter to make it a 26-16 contest. The Trojans effectively put the game out of reach with another TD to make it a 35-16 contest but the Seahawks on their next possession drive downfield and, aided by a critical defensive pass-interference penalty for half the distance to the goal, managed to hit the TD and then a successful 2 pt conversion but they still come up short as regulation expires. The result was a faster-paced, higher scoring game that came in around 1.24 elapsed time. Just a couple of glitches due to distractions but the important thing is that my experiments are yielding increasing success. Last edited by Orleanian In Exile : 08-03-2009 at 04:24 PM. |
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![]() GREENWAVE 25
TIGERS 22 A 100 yd kickoff return for a TD and a blocked punt which put the Greenies in excellent field position on the Tiger 30 punctuated a 10 pt 3rd quarter which was the key to the Greenies victory in this game. The resulting TD in the 4th quarter from the blocked punt sealed the win. Also, there were less procedural glitches and setup times are speeding up. Total elapsed game time for this contest was around 1.14. |
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![]() SEAHAWKS 17
WILDCATS 14 A father/son contest today: it was tit-for-tat on scoring, with neither side able to gain an advantage until the late fourth quarter and my boy's last possession set, when his Seahawks complete a 75 yard drive and score the winning FG. |
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![]() PATRIOTS 41
GREENIES 35 For this experiment, I added two additional possession sets for a total of six = up to 48 plays, so this added some time to this week's contest which came in at 1.51. This game was an offensive slugfest, featuring one 100yd TD return which opened the second half and long bombs for high scores. The game came down to the last possession as regulation play expired when the Patriots completed for a 71 yd TD pass to snatch away the win. The time factor, however, makes me lean toward going back to the four possession-set format for the next game. Last edited by Orleanian In Exile : 08-10-2009 at 09:03 AM. |
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![]() RAIDERS 19
WILDCATS 19 A five-possession set game for this week's experiment, with the middle set divided between the halves. The Raiders were trailing 3-11 at the end of the first half, but a 16 point surge countering a second half 8 pt TD by the Wildcats knotted the score up. The rest of the game saw tough defence on both sides, which featured five QB sacks racked up by both teams and a final rush by the Wildcat DE to trip up n.32 of the Raiders who was sprinting downfield on a completed pass just as the final gun sounded. Only 3 yds separated the two teams on total offence: 275 for the Raiders, 272 for the Wildcats. Total elapsed time for this game came in at around 1.51, so this further indicates that a four-set game would work better for my purposes. But this one was a hell of a contest especially in the fourth quarter. Last edited by Orleanian In Exile : 08-16-2009 at 07:47 PM. |
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![]() WILDCATS 21
GOLDEN RAMS 16 This week saw a return to the four possession-set format and orthodox scoring rules as the Wildcats took early advantage in the first quarter when n.7, the QB, ran on the option and managed to blow past the 'Rams for a 78 yd TD. The best the Rams can do in reply is to settle for a 47 yd FG. Second quarter and the Wildcats again drive downfield and make the endzone for the 14-3 lead. But as the Golden Rams again cannot make it into the endzone after driving 80 yards and lose yardage on a QB sack and a tackle behind the line, they again go for the FG —but the kick is blocked as the half ends. Third quarter sees a Golden Rams drive which finally results in a needed touchdown, but the Wildcats respond with a TD of their own. Fourth quarter and the Golden Rams go 80 yards for a TD on their own QB run on the option play, but a busted run-in conversion attempt limits the gain to six. They then go for the onside kick but the Wildcats come up with the ball for the last possession; four kneel-downs and it was all over. Once again, both teams were about equal in offensive effort: 285 yards for the Wildcats and 280 for the Golden Rams, but three missed opportunities made all the difference. Elapsed game time for this experiment came in at 1.11. This week, no procedural mistakes and the action followed along at a good clip. I'm getting closer to the style and pace I need for my solo play, but next game I think I will experiment with the 40-play system, including kicks, to test the balance between timing and scoring opportunity. Last edited by Orleanian In Exile : 08-29-2009 at 11:33 PM. |
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![]() I'm glad to see that someone else is posting how their solitaire season is going. You have an interesting concept going, sort of like having 4 overtime periods like they do in high school, only you're having the teams start from wherever they return the kick. From the scores, I'm guessing that you're playing FOB (front of base) tackling??? For myself, I started out playing 10 plays per quarter, then bumped it up to 12, then 15 and finally 20 plays per quarter, not including kickoffs. I get too many 10, 12, 15 or more play drives by my teams. I didn't want one team to have the ball for an entire quarter and then some. The biggest drawback to that my games usually take 3 hours or more to play. At best I can get 2 games a week done.
I am curious, when you do onsides kicks, then does that mean if the kicking team recovers, do they get 2 posessions to score? Or can they keep having posessions as long as they keep recovering the kick? I'm trying to figure out how a team that is down by a large score could still have a chance to come back to tie or win if there is only one posession set remaining?? Keep up the posts and let us know who wins. I'm pulling for the Golden Rams. How many games will each team play before the season is over and you start playoffs?
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West Michigan League of Miniature Football Fantasy football at it's finest! |
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![]() Four downs to score if the kicking team recover the ball on the onside kick (and yes, if they score and recover another onside kick, they get a second chance to put up another score). And my game is based around Brian McAtee's possession-set concept. I'm finding that it's the best fit for my time constraints (I don't have 2-4 hours to spare for a game). I'm also not really doing an organised league as much as picking teams at random for my experiments. There's no real schedule of games or standings as I'm really still in the process of learning the whole thing myself.
I suppose it could be said that the Golden Rams are 1-2 at this point, having been the losing side in the first EF game I played with my son. Also, another rule I follow is for automatic touchbacks after a score: trailing team get theirs on the 35 yd line, while the leader get theirs on the 20. A safety would result in an automatic 35 yd. touchback (borrowed from the Canadian Football League). I have kickoffs to open the halves and punts w/returns. When I play with my little five year old, it's a pure running, no-kick game. ADDENDUM - To answer your other questions: yes, tackling is front- or front-corner-of-base. A player must be definitively stopped or turned by tackler for it to count. In the possession-set concept, each team gets four downs to score, with punting, scoring attempt, or turnover required on fourth down so the other team gets its four downs. As per Buzzin Brine, four downs is a possession, two alternating possessions is a possession set. They actually work out rather neatly as quarters. And it makes for fast games if you're time-challenged, which I am. Last edited by Orleanian In Exile : 09-06-2009 at 10:44 PM. |
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![]() SEMINOLES 45
RAIDERS 14 For this week, a switch in game format to 40-plays (including kicks) —10-play quarters— (though retaining the four-downs to score/out possession format) saw the first actual blowout of the games I've played so far in this series. The Raiders scored first after receiving the opening kickoff, driving 61 yards for a TD, but the Seminoles evened the score on their first possession. Second quarter saw the 'Noles open a wide gap —after initially being held to a field goal, they put up 14 quick points on a 79 yard punt return for a TD and not long afterward a return on an interception for a second touchdown to take a 24-7 lead into halftime. Second half opens with the 'Noles again driving for the TD on their first possession while inflicting -22 yards on the Raiders initial possession and holding them scoreless for the rest of the 3rd quarter. The Raiders would finally put a second touchdown on the board in the 4th quarter, but the 'Noles mount another successful drive and then start a blitz attack which results in three devastating QB sacks, one of which results in a turnover on downs which gets turned into another TD, and snuffs out the Raiders' fitful rally attempt in a game they lost control of by the middle of the second quarter. The Seminoles were dominant on offence as well as defence: gaining 426 yards to the Raiders 318 and scoring on six TDs and a FG. No procedural glitches and my timing for setups on downs is improving. Elapsed time for this game clocked in at 2.09, which is slower than I prefer but does open up more scoring opportunities. All-in-all, a successful round in this set of experiments. The next few trials will likely alternate between formats to give me a fuller picture of the advantages and disadvantages of both, but these games have worked out very well for my purposes. Last edited by Orleanian In Exile : 09-06-2009 at 03:43 AM. |
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![]() SEAHAWKS 28
WILDCATS 31 Another game in the 40-play format, this one was another shootout. After an initial tie score of 7-7, the Wildcats commit a critical pass interference penalty which extends a Seahawks drive right into the endzone for their second TD of the 1st quarter. Second quarter and the two teams trade touchdowns but the Seahawks go into the half with the 21-14 lead. Third quarter, however, is when the game starts to flip around: the Wildcats pull a halfback option-pass for a 42 yd TD completion, then respond to a Seahawks TD with a FG to close the third quarter, now trailing by only four. Fourth quarter and the Wildcats defence forces a Seahawks 39 yd. punt, which the Wildcats turn into a 68 yd. drive for a touchdown and their first lead in the game. The Seahawks are not done though: trailing by three, they close to the Wildcats 25 and are down to the last play when the controversial decision is made to go for the win instead of the field goal. It's at this point when a Wildcat guard blasts through on the corner-blitz and sacks the Seahawk QB to end the game. This week's 40-play contest came in at 1.49 elapsed time —twenty minutes faster than the previous game in this format. This was also the first thousand-yard game in the series to date: Wildcats gaining 557 yds to the Seahawks 493. |
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