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Oguard62’s Demo. Solo Play Setup, Alternatives & Innovations for APBA Football. overview. Introduction Required Equipment Pre-Game Setup Alternatives Floating Index Locator Blitzing Keying/Double Coverage Innovations Yards per Catch (YPC) Sack & Interception . Solo Play Setup .
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Oguard62’s Demo Solo Play Setup, Alternatives & Innovations for APBA Football
overview Introduction Required Equipment Pre-Game Setup Alternatives Floating Index Locator Blitzing Keying/Double Coverage Innovations Yards per Catch (YPC) Sack & Interception
Required Equipment Football Field with football marker Dice with shaker or tower J. Hart’s Detailed Score Sheet Team Index Cards Team Envelopes with cards Situational Down & Distance Chart H. Ahlskog’s Floating Index Locator Master Game Book Team Colored Pens Mini Sticky Notepads Special Teams Roster Template
Pre-game setup Print J. Hart’s Detailed Score Card Review actual box score (Pro-Football Reference.com) Customize Detailed Score Card to reflect box score List all passers & annotate their attempts List all rushers & annotate their attempts List all returners & annotate their attempts List name of participating kicker & punter Review Team Index Card List all receivers on team roster Ratings, allocation number List offensive & defensive indexes Fletch67 ratings Keying ratings Sack/Interception rating
floating index locator Stays within framework of the +/- “8” rule If offense is 8 or more points greater than defense, always in “A” index Visa-versa, deficient by 8 or more points, always in ”C” index This is not the case with using the “Offensive Index Finder System” Steeper increase/decrease per point differential Every point is important resulting in injuries having a negative impact Additional Ratings to further distinguish disparity of teams A* rating Run Plays - Always in “A” index Pass Plays All receivers in “A” regardless of rating Remain in “A” against Nickel/Dime “D” rating Run Plays & Screen Pass Always in “C” index Remain in “C” against Nickel/Dime Still add 1-yard to any gain Pass Plays Always in “C” index
Blitzing alternative Why do I use an alternative to the existing blitz rules? Mitigate excessive amount of interceptions due to line changes (RPN 20) When can a blitz occur? Criteria - Defense is in “D” alignment against a called passing play Trigger – additional die roll (1-5 no blitz, 6 is a blitz) “P” column result from QB’s card is 1-12 (Traditional Technique) If the PRN is 13, 21-36 use it Drop two lines (do not count PRN 13) from the “P” column result on the QB’s card If pass is still complete after dropping two lines, go up two lines from original result Use the YPC rules if this takes you to 1 or 2 If the play was a short pass stop at 2 If the play was a screen pass stop at 3 Check the receiver’s YPC rating if the upward adjustment takes you to a PRN affected by his rating
Blitzing alternative “P” column result 14-19, 26 & 27 the QB is hurried by the BLITZ DO NOT make the down 2 adjustment Check for a possible SACK after adjusting the defensive teams sack rating +5 If the rate is positive after the adjustment check for a sack If the roll is in range then a SACK has occurred, treat as PRN 30 minus an additional 3 yards If the roll is outside the range then the pass is INCOMPLETE If the rate is negative after the adjustment, check for a completion but subtract 5 from the defensive teams completion rate (If defense’s completion rate was 11-43 it becomes 11-34) If the dice roll still falls within the adjusted completion rate then the pass is complete and add 5 yards to the gain If the roll is outside the range then the pass is INCOMPLETE
Blitzing alternative “P” column result 28-30 are automatic SACKS if the adjusted sack rating is positive If the adjusted rating is negative, roll against the adjusted rating (i.e., -21 becomes -11) to determine if the SACK stands If dice roll falls within new sack rating, check to see if the pass is completed If the dice roll still falls within the adjusted completion rate then the pass is complete and add 5 yards to the gain If the roll is outside the range then the pass is INCOMPLETE Treat PRN 20 as a 28 but follow all the SACK procedures outlined above If an inside or outside running play was called read the number 2 lines above the card number on the boards If the card number is 1,2,3,4,13,14,15 or 28 through 36 use it If the card number is 24,25,26, or 27 read the number 28 for the result On Draw plays add 5 yards to any gain and use 30 for card numbers 24 through 29
keying alternative This keying method is used in conjunction with Fletch67 Criteria: Defense can only key while in their base or goal line alignment and must be in "G" to be able to key a running back Defense has to be in “D” alignment to be eligible to double cover a receiver Trigger: Using a defense with a split index rating of “37/40” against the pass/run A “37” rated defense would be in “D” alignment on dice rolls of 11-33 (13 numbers) A “40” rated defense would be in a "G" alignment on dice rolls of 11-34 (16 numbers) Multiply 13 by .2 – 2.6 and increase to the next highest integer being 3 Multiply 16 by .2 = 3.2 and increase to the next highest integer being 4 So on dice rolls of 11, 12, and 13, the defense is not only in “D" against the pass but they have also “double covered " the intended receiver as well So on dice rolls of 11, 12, 13, and 14, the defense is not only in “G” against the run but they have also “keyed” the runner as well
yards per catch (ypc) Purpose: Differentiate those WR’s who stretch the field versus those which are possession/ short yardage receivers or receivers such as RB’s who catch the ball on short passes coming out of the back field Adjustments are for Short and Medium Passes Call the pass play as usual and determine the Index in the traditional manner using the team’s index and the player’s receiving grade If the pass is complete consult receiver’s YPC rating
yards per catch (ypc) Receivers will have a grade that will look like the following: M 2-8 (+3), 52; S 2-7 (-4), 17; E (+2), etc The “M” indicates that the Medium Pass Board may be used on certain play results An “S” would indicate the Short Pass Board An “E” would leave the play as called The 2-8 represents the play results that will trigger the use of the yardage on the Medium Pass Boards Completions on PRN 9 or higher would keep the original pass call The (+3) represents the yardage adjustment on ALL completions to the respective receiver whether the play called was a Screen, Short, Medium or Long pass.
yards per catch (ypc) M 2-8 (+3), 52 The 52 is the receiver’s LONG GAIN for that season This number comes into use on play results 1 or 2 AND is the limit to gains on the Screen Pass Boards So if a Short Pass was called and play result “7” is a completion to a receiver with a rating of M 2-8 (+3), 52 Use the yardage on the Medium Pass Boards for PRN 7 PLUS 3 yards If the pass is complete on PRN 9 rather than 7, the yardage on the Short Pass Boards (since this was the original play call) would be used PLUS 3 yards
yards per catch (ypc) Short Passes Play Result 1. On plays that are > 48 yards, limit the play to 48 yards plus/minus the receiver’s yardage adjustment OR the receiver’s actual long WHICHEVER IS GREATER For plays of 48 yards or less use the board result Play Result 2. On plays that are > 38 yards, limit the play to 38 yards plus/minus receiver’s yardage adjustment OR the receiver’s actual long WHICHEVER IS GREATER For plays of 38 yards or less use the board result +/- any yardage adjustment Don’t make this yardage adjustment on automatic TD’s Medium/Long Passes Play Results 1 or 2. On plays that are > 50 yards limit the play to 50 yards plus/minus receiver’s yardage adjustment OR the receiver’s actual long WHICHEVER IS GREATER A Long Pass may only be attempted to a receiver with an E or M rating For plays of 50 yards or less use the board result A receiver may have a gain that is greater than his actual long An incomplete pass cannot be converted to a completion using the receiver’s YPC rating
sack & interception Ratings are either +, - or neutral (Criteria) (+) rating means the team had more than average (–) rating means the team had less than the average (0) rating means the team is right on average Positive Rating (+) (Trigger) Teams with a positive sack or interception rating would re-roll on play result numbers off the QB’s card of 16 thru 19, regardless of whether or not the pass is complete or incomplete If the roll is less than or equal to the rating after the (+) then an interception has occurred (read it as result 25) or if you’re checking for a sack then a sack has occurred (read it as result 30) If outside the range then accept the original result If a team has both positive sack and interception ratings then check for the SACK first, then if none, re-roll and check for the interception
sack & interception Negative Rating (-) (Trigger) A defense with a negative interception rating would roll the dice and check it’s rating whenever an interception comes up A defense with a negative sack rating would re-roll the dice whenever a sack occurs from a result of 28, 29 or 30 as well as from scrambles of less than 1 yard on play results 26 or 27 If the roll is within range (i.e. less than or equal to the rating following the (–)) then the pass is not intercepted Re-roll the dice and check the “Completion Against” rating If the roll is within range then the pass is complete Use the number in the parentheses next to the dice range of the play result (0) Rating Use original board result