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#1
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![]() PLAY REAL GAMES NO MATTER WHAT STYLE YOUR USING.
In any league, it is an advanced practice session,. There is a unique way to actually feel as if your playing against another coach through many 2 defensive sets per play. Dice show formation scheme vs your offense, a quick second roll shows a defensive adjustment . 1) all lb's drop into a zone 2) 2 lb's drop and 1 lb blitzes on the weak side. just a few. In my scenario this will only work with timed stoppages where i cannot turn the board off when i want. So if the second roll of the dice say move that cb over slighty to come on a blitz, while the offensive roll states qb is stationary in the shotgun and the backs are flaring the other way. HERE COMES FANK MINIFIELD. Also on offense i have it set up so the dice designates THE EXACT player who is getting the ball. AND I MUST THROW THE BALL TO THAT PLAYER ONLY ! or the chosen running back must get the ball. So if the roll states slot receiver runs an up then out route to the left. The second roll for the defensive action states the left corner turns and runs to that area where the slot wr is going. The saftey runs to same area for help. That is the defensive reaction that i have no control of (which is the other coach). The db and saftey just read right where the slot is going. using sticks, i must place the stick down where the slot can get it or throw it away. I use 2 seconds to place down the stick to see if i make the right throw/decision. it's fun, it works. That second roll can direct the db and saftey to guess wrong and cover someone else. BIG PLAY FOR THE SLOT WR. i also use laser point passing. we all have seen those laser pens that flash the red dot. ITS INCREDIBLE. i have 2 seconds to flash that red dot. that is me putting the ball near the wr. I must lead him no less than 4 yards or it is a 4 yard stick from the spot of the red dot which may be a 7 to 8 yard catch due to my mis throw. it is smarter to guess a longer throw and make if 5 yards to be safe. watching football i count how may seconds the qb has from the time he drops back to the time he throw. it is around 2 seconds and that is what i wanted. I place a floating football where the red dot is so the wr can run and get it. Guessing wrong leads to many interceptions just like the pros. i flash that red dot just off a little and a lb or db may be closer to it than my wr. INTERCEPTION. That 2 seconds FORCES ME TO THROW/FLASH THE DOT and not give me time to have any advantage. You will be shocked how fast 2 seconds go by. No wonder qb's are under severe pressure. mantaraydre
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Last edited by mantaraydre : 11-04-2010 at 12:31 PM. |
#2
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![]() interesting
![]() During work (my work is not a brain-oriented job ![]() For now, I'm thinking about diferent solutions. I'm also thinking how I can play my teams for real. For now, I never made a real solitaire game, with stats, timing, etc...I just do scrimmage and practice, basically I put a 4-3 or 3-4 and try to find way to go down with my offense. Sometimes, I stack the defense to pratice my running game, etc, etc... It's already a lot of fun. Now I need to find a smart way to decide and adjust the other team, randomly BUT with eficiency. For the next solitaire league, by the way, will we be allowed to really play our teams, or do we have to stay an "operator" of the game ?
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2011 World College Solitaire League french reports coming soon |
#3
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![]() Suspenseful! Dre....I like your ideas. So, if I roll the dice and the play calls for say....D Jax to run the end around. You then roll another die to determine if the defense reacts? Can you break down your post using a different scenario and also a scenario using laser point passing?
Thanks ![]() |
#4
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![]() Bump
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#5
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![]() Ef,
I will explain it further either tonight or tomorrow. I will explain the entire reason for the pointer. Until then, just note, the dice are now the brains for the players. The numbers on the dice determine their actions. This takes the game out of your hands and gives you the feel of playing someone else. Its no challenge knowing whats going to happen already. When i mentioned the numbers 1-4 indicates the qb MUST THROW IT THAT RECEIVER. That is the dice telling you that was the decision he made and not you. No matter where the defenders are, the dice triggered him to try that pass. it can result in a great completion or a interception. THE DICE SAID THROW IT. How easy would it be to say, " there are too may defenders near that 1 wr so i will throw it somewhere else " . THAT'S YOU MAKING THE DECISION TO CHANGE. The 1-4 on the dice told you the qb already made up his mind. 1)your the coach. 2)A certain number on the dice sends in the play. 3)another set of numbers, acts as the players brains and contols there actions. 4)all you can do is follow those actions and sit back like any other coach and hope the players execute. mantaraydre
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#6
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![]() for the clarification Dre.now I understamd the 1-4 die method. But I woodier will it work for other scenarios? Case in point...the Eagles often run a single back wr' end around/rb off tackle play. In the NFL, the Eagles would run this play several times. How would you factor in if the defense sees this play develop. How or can you determine if the defense reads the end around and blows up the play? I agree I want the play to be decided by chance and not me.
Tango. ![]() |
#7
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![]() Quote:
A) Engaged by a defender B) Out of bounds C) Behind the quarterback, such that a pass would actually be a lateral, and therefore a run D) Out the back of the end zone Not asking for giggles. I'm just curious how you handle that. In the next post, I'll detail the passing system I use so that people can see the different ideas that we all use - which will be in play in our co-op solitaire league this spring. Ed ![]() ![]()
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GO PITT!!! |
#8
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![]() OK, so the ECFA and the EPFA use the same passing system. This is something that in part I've used for many years in solitaire.
1) I do not call plays before hand. I was using a play-calling chart, but got tired of seeing runs called on 3rd-and-18. I line the offense up in a recognized formation, and the defense is set up always with 4 DL, and then the linebackers, corners, and safeties are aligned as needed. All defenders must have a responsibility. They can't just be in a spot for no reason. 2) Once the board goes on, if a receiver comes open in a spot where I can hit him with the TTQB pass, I stop the board. 3) At this point, two 6-sided dice are rolled. One is red, one is white, and the red die is read first, so there are 36 different results. Rolls of 12, 21, 22, 56, and 65 make the pass incomplete. Play over. 3a) A roll of 11 is an interception by the nearest unengaged defender, and he is down right there. A roll of 66 is an interception by the nearest unengaged defender, and he can return it (he can be pivoted, but the rest of his team cannot be). Unengaged offensive players can be pivoted to try and tackle the interceptor. 4) Any other roll allows me to try the pass. But first, I have to measure from the quarterback's helmet to the receiver's helmet. The result will be 1 second (0-20 yards), 2 seconds (21-40 yards), 3 seconds (41+ yards). This will be the time the defense has to react to the receiver if he catches it. Let's say in this case, the dice allow me to throw the pass, and it's complete, and the defense gets 2 seconds. 5) The receiver is replaced by a referee on a magnet. Unengaged defenders are pivoted, and the board is run for the 2 seconds. If a defender hits the magnet, the receiver is tackled. Play over. If not, the receiver is put back on the field, pivoted, the defenders are re-pivoted, and the play is run to its completion. It sounds like a lot, but after getting used to it over just a few plays, the process becomes second nature. It makes it interesting in game play, because I may see a receiver and stop the board, then realize he isn't as open as he looks, because there is a linebacker underneath and a safety over the top helping out where the cornerback failed. But big passing days are still possible, too, with BYU's quarterback throwing for 399 in his team's opener. Ed ![]() ![]()
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GO PITT!!! |
#9
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![]() My play selection with dice is similar to Ed's. Before each play I set up my offensive line with the TE slightly off the tackle and a wide reciever on each side. The defense lines up with end and a tackle across from the 2 guards and off tackles leaving a gap in front of the center this is where my middle line backer goes. I have a cornerback on each of the 2 wideouts and a linebacker on the TE. Before I position the QB and RB's on offense and the 3rd LB and 2 safties on defense I rool my 30 sided dice. An odd number is a run and ane even number is a pass. I set my offense up first to any play I think is best for that team and the same for the defenders. A roll of 30 on the dice allows the offense to run anything they want.
I use the dice to call the plays during the first half up to the 2 minute warning. Inside of 2 minutes the offense can call run or pass. The dice calls the plays on first and second downs only. Third and fourth down the offense can call pass or run unless on 4th down when a punt or field goal is attempted. The one thing I changed this season is if the offense loses yardage on a loss, sack or penalty on first down they may then call any play on second down. Right now the second half play choices are totally the offenses. I try to impartially play head coach for both sides in the second half. If a team has the lead and has a good running attack they will usually play conservative and mostly run the ball. A team that is behind may pass alot. Some third and fourth down decisions are tough. Turnovers are more likely in the passing game so I do have to run once and awhile. I have adopted a new draw play rule as follows: On a pass play lets say the 2 backs are lined up in front of the QB. I turn on the board and no reciever breaks free or even if he has broken free but not in position to gain any yardage the QB may give the ball on a draw play if any part of his base is behind the line of scrimmage and his base is in contact with one of the backs bases whose base is not touching a defenders. This play is effective alot on short yardage. I may have a reciever open for say 10 yards but I only need 3 yds for a first down and the draw play presents itself I may take the draw play if the runner looks like he will make the first down and not risk the pass. It depends on the score and situation. This play only works if the players happen to end up in the position for the draw to happen. It may not even present itself during a game and sometimes it may happen several times. It ends up being a surprise play against the defense like a draw play should be. On the flip side the play may not work out for the offense. It depends on those little guys. |
#10
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![]() Those are good systems as well. I'm going to try and change/alter my passing system for my league. I'm striving for unpredictability, but keep the gameplay fluid. I also roll dice to determine the play and I try to make play charts team specific by downs (I watch a lot of current NFL games to determine this). What I'm working on is a way to determine strictly by chance
1) when will the QB throw the ball (first stop, second stop) 2) if qb is under pressure after board stops, will he try to run, throw or take sack 3) how do I determine if the defense reads, playaction, jump routes, draw plays. I want to simulate the defense blowing up plays 4) more importantly, I want to differentiate poor qb from elite qb |
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