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Post by Jets and Chargers on Mar 8, 2018 14:23:36 GMT
Things I would like to discuss:
For FS Blitz -- should we change the rule be in line with Strat so that there is always 0 men in the Long Pass zone when the FS blitz is employed?
If a Safety is covering a WR in nickel/dime defense should we reduce the coverage rating?
Should we use the Variable Field Goal rule?
Should we adopt Strat's punting rules?
For our Summit, I suggest that we review all Current Strat rules and our Rules so that we all understand the differences.
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Post by huntleybrian8 on Mar 8, 2018 14:38:13 GMT
My quick opinion;
1) Yes 2) How does the computer game handle this? 3) I like it especially in lieu of using wind 4) Yes
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Post by Jets and Chargers on Mar 8, 2018 14:52:23 GMT
2. I do not believe the computer game reduces the Safety's rating against a WR. This would be a clear house rule. Much like the "slot" WR -- I think the "slot DB" is usually a CB type -- it is rare that a FS or SS plays in the slot.
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Post by Ryan D (Ravens & Redskins) on Mar 8, 2018 22:18:23 GMT
I would like to go over a 4-3 DT playing as a 3-4 NT in our league without any reduction. I believe a 4-3 DT playing NT should go down 1 in run rating. These guys were rated as 4-3 DTs which is a single gap position, while 3-4 NTs are playing a two gap position. I do not believe they should get the same rating.
In regards to the safety idea, I am fine with only allowing strong safeties to play SS in our league. Another idea that many online leagues do is they allow the loose substitution (SS to play FS and vice versa) but before the season starts, you have to assign one as a FS and one as a SS; those players then can only play that position throughout the season. If an injury were to occur, then a player of the opposite position could fill in.
Other things to look at: 1. 5 WR formation? 5 WRs happens often, add 3 to the pass rush? 2. Rich's idea of a "slot guy" and only allowing end runs 3. Dump off rule replacing the scramble chart
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Post by Pat Hoglund on Mar 9, 2018 2:25:15 GMT
Things I would like to discuss: For FS Blitz -- should we change the rule be in line with Strat so that there is always 0 men in the Long Pass zone when the FS blitz is employed? If a Safety is covering a WR in nickel/dime defense should we reduce the coverage rating? Should we use the Variable Field Goal rule? Should we adopt Strat's punting rules? For our Summit, I suggest that we review all Current Strat rules and our Rules so that we all understand the differences. 1. Yes 2. No the Safeties retain the same rating in the pc game 3. I don't like the idea that the 'wind'(variable) can help or hurt in the same direction in the same quarter. Too random. Also, would require another roll. 4. Yes, particularly the white die '1' rule that the punt bounces and cannot be returned.
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Post by Pat Hoglund on Mar 9, 2018 2:49:18 GMT
Optional rules the game uses that would require no extra rolls.
The option to try to block kick or not. Blocked Kicks (FG/XP) WR Reverses Fake FG/Punts
In case you want to see these rules, although I doubt most of you will, they are located under 2017 SOM Rules that are located under the Rules section in this forum.
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Post by Pat Hoglund on Mar 9, 2018 3:16:10 GMT
I would like to go over a 4-3 DT playing as a 3-4 NT in our league without any reduction. I believe a 4-3 DT playing NT should go down 1 in run rating. These guys were rated as 4-3 DTs which is a single gap position, while 3-4 NTs are playing a two gap position. I do not believe they should get the same rating. In regards to the safety idea, I am fine with only allowing strong safeties to play SS in our league. Another idea that many online leagues do is they allow the loose substitution (SS to play FS and vice versa) but before the season starts, you have to assign one as a FS and one as a SS; those players then can only play that position throughout the season. If an injury were to occur, then a player of the opposite position could fill in. Other things to look at: 1. 5 WR formation? 5 WRs happens often, add 3 to the pass rush? 2. Rich's idea of a "slot guy" and only allowing end runs 3. Dump off rule replacing the scramble chart 1. There are zero '6' rated nose tackles in the game. and only 6 players rated '5' that would go down to a 4. Too much of a penalty for having a 3-4 IMO. 2. Why would we limit safety movement when we allow any DB to cover any receiver once the Offense goes into a 3 wide set. In the computer game the CB's have to stay on the Split End and Flanker. Extra Db's can only cover 3-4 wide. Also they give the FS a secondary (Run) rating just as they do the SS. 3. 5 WR? the defense is limited to being able to put enough guys (4 max) in the short to be guessed right in the flat. I would rethink my position if the defense could go to a 3-1-7 with 3 DB's being able to "reassign' coverage 4. Already exists, if we would use the game rules with WR reverses. Except you don't have to have a running card. 5. Dump off Rule. My 1st thought is it makes '7' rated Pass Blockers more valuable than they already are. No sack = Flat to an Empty Zone (Better chance of completions) 6. Scramble chart is way more penal than helpful. If you ask me we can keep it. Also, it only takes effect 16% of the time.
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Post by Pat Hoglund on Mar 9, 2018 3:23:22 GMT
2. I do not believe the computer game reduces the Safety's rating against a WR. This would be a clear house rule. Much like the "slot" WR -- I think the "slot DB" is usually a CB type -- it is rare that a FS or SS plays in the slot. In the Super Bowl Malcolm Jenkins (listed as SS in pro-football reference) followed James White all over the Field. Held him to 2 catches.
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Post by John on Mar 9, 2018 17:34:27 GMT
The best chance for clarity on rules change proposals is to cut and paste the proposed changes here, if from computer rules, or write out the complete proposal, if not. 14 opinions are relevant and not all ( including myself )want to go wading through the rules every time there is a post.
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Post by John on Mar 9, 2018 17:56:25 GMT
I think FS & SS should continue to be interchangeable. Strat doesn’t always get it right anyway. The best safety can’t cover a WR as well as the best CB so reducing the safety rating by 1 when covering a WR makes sense.
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Post by Pat Hoglund on Mar 9, 2018 22:44:48 GMT
These are rules that the SOM Football game uses that we currently do not use. There changes would not require any extra rolls. (There are no options to turn these on or off. They are built into the game.) I have highlighted the things the game differs from what we currently use.
Blocked Kicks (FG/XP) & The option to try to block a kick or not.
EXTRA POINTS and FIELDGOALS Refer to the proper section of the specialist card. To determine whether a field goal is successful consult that portion of field goal chart that coincides with your scrimmage line. If you are keeping statistical records, record field goal attempts 17 yards behind the scrimmage line, though you are referring to the scrimmage line for results. You cannot attempt a field goal which is greater than 63 (I believe 64 yds now as it is the new NFL record) yards long. You can attempt a field goal that is longer than the listed range on the place kicker’s card, as long as it is not longer than 63(64) yards. This “desperation” type of kick is considered good if the red dice total 2. All field goals attempted and missed from beyond the 20-yard line will result in the defensive team taking possession of the ball at the spot of the kick which is 7 yards behind the line of scrimmage (NOTE: Prior to the 1994 season the ball would be spotted at the line of scrimmage, and prior to the 1974 season the ball would be spotted at the opponent’s 20 yard-line). On any field goal attempted and missed where the spot of the kick is on or inside the 20-yard line, ball will revert to defensive team at the 20-yard line. Starting with the 1994 season the offense can opt to go for a 2 point conversion instead from the 2 yard-line (pass or run) instead of trying to kick an extra point. The sequence for kicks is as follows: The offense announces that it will kick a field goal or point-after. On the play selector the choice is made to either kick it or to fake it. The defense then announces if it will put try to block the kick or not. If the defense does not attempt to block the kick then ignore all running into the kicker and roughing the kicker penalties. If the defense attempts to block it then roll three dice when trying for the field goal or PAT (otherwise roll 2 dice). If the white die is a 1 and the red dice total 12 then the kick is blocked, regardless of whether or not it would have been good. Otherwise, refer to the two red dice to determine if the kick was good. If the defense attempts to block the kick then all rolls of 12 that are listed as “no good” are considered to have been blocked by the defense. (CLARIFICATION: If the red dice total is 12 and the kick is listed as “good” then the kick is not blocked unless a 1 has been rolled on the white die). Note: a kick cannot be blocked unless the defense has tried for the block. If a PAT is blocked then play is whistled dead, however starting with the 2015 season a blocked PAT can be advanced by the recovering team who scores 2 points if they cross the opposing goal-line. If a field goal attempt is blocked roll the 2 dice again and refer to the Blocked Kick Chart. If the defense recovers they can attempt to advance the ball – see the Advancing Loose Ball Chart. If the offense recovers the defense takes possession of the ball at the point of recovery. If the offense attempts a fake kick then refer to the Fake Punt/Kick Chart instead of the kicker’s card for the play result. In addition, if a penalty occurs on a fake use the section relative to the play (Run or Pass). BLOCKED KICK CHART ROLL RESULT 2 Offense recovers 2 yards behind line of scrimmage 3 Offense recovers 5 yards behind line of scrimmage 4 Offense recovers 12 yards behind line of scrimmage 5 Defense recovers 7 yards behind line of scrimmage 6 Defense recovers 11 yards behind line of scrimmage 7 Defense recovers 9 yards behind line of scrimmage 8 Defense recovers 11 yards behind line of scrimmage 9 Defense recovers 6 yards behind line of scrimmage 10 Defense recovers 8 yards behind line of scrimmage 11 Defense recovers 13 yards behind line of scrimmage 12 Defense recovers 15 yards behind line of scrimmage Note: The team that recovers can attempt to advance the loose ball.
PUNTS Refer to punting section of the specialist card in the same fashion as kickoffs (as discussed before). To punt, the offensive coach announces that he will punt. On the play selector the choice is made to either punt or fake the punt. The defense then announces if it will put try to block the punt or not. If the defense does not attempt to block the punt then ignore all running into the punter and roughing the punter penalties. If the defense attempts to block it then roll three dice when punting (otherwise roll 2 dice). If the white die is a 1 and the red dice total 12 then the punt is blocked, disregard the reading found on the card. In addition, other blocked punts occur on some punter’s cards. Note: a punt cannot be blocked unless the defense has tried for the block (if a block occurs on the card ignore it and re-roll the dice). Whenever a punt is blocked it must be recovered. Use the Blocked Kick chart to determine which team recovers the ball. The team that recovers can attempt to advance the ball – see the Advancing Loose Ball Chart. If the offense attempts a fake then refer to the Fake Punt/Kick Chart instead of the punter’s card for the play result. In addition, if a penalty occurs on a fake use the section relative to the play (Run or Pass). PUNT RETURNS Refer to the PUNT RETURN section of the specialist card in the same fashion as KICKOFF RETURNS (as discussed before). A coach can decide if he wants his punt returner to attempt to return the punt or let it bounce. If he decides to try to return it, then roll all 3 dice when referring to the punt return column. If a 1 is rolled on the white die then the punt bounces and cannot be returned. In that case, and in the case where the coach has decided not to attempt a return, roll 2 dice and refer to the Punt Bounce chart to determine what happens to the ball after it bounces. Note: A punt that bounces off a member of the receiving team and is recovered by the kicking team cannot be advanced.
Fake FG/Punt Chart
FAKE KICK CHART ROLL FAKE FG/XP ATT 2 Pass Complete to TE , Short gain 3 Pass Complete to SE +12 yds 4 If defense Attempts to block Kicker runs for 11 yds otherwise kicker runs for 7 yds 5 If defense Attempts to block QB runs for 9 yds otherwise QB runs for 1 yds 6 Incomplete Pass 7 Incomplete Pass 8 Incomplete Pass 9 Incomplete Pass 10 QB runs for 0 yds 11 Kicker runs for -2 yds, Fumble 12 Pass Intercepted +10yds FAKE PUNT CHART ROLL FAKE PUNT RESULT 2 Pass COMPLETE TO SE , Long gain 3 Pass COMPLETE TO FL , Short gain 4 If defense Attempts to block Punter runs for a Short gain otherwise Punter runs for 7 yds 5 If defense Attempts to block Punter runs for 9 yds otherwise Punter runs for 3 yds 6 Incomplete Pass 7 Incomplete Pass 8 Incomplete Pass 9 Incomplete Pass 10 Punter runs for 0 yds 11 Punter runs for -2 yds, Fumble 12 Pass Intercepted +23yds
WR REVERSES WR REVERSE & DOUBLE-REVERSE The Split End is eligible for the Reverse and the Flanker is eligible for the Double-Reverse. Reverses and Double-Reverses always end up with the ball being run towards the right (strong) side. To indicate the play on your Advance Play Selector, place one marker on the “Split End” or “Flanker” and another on “End Run, Your Right side, Your opponent’s Left side”. If the defense calls Pass and the right-side flat & the right-end blitz zone (the defense’s left side) are both unoccupied by a defender, then use the first column in the Wide Receiver Reverse Chart (note: this column is subdivided into sections based upon the receivers average gain). Otherwise, use the second column. Important: When rolling in the first column, roll all 3 dice. If the white die is a 1, 2 or 3 then read the result from the first column (using the total of the red dice). However, if the white die is a 4, 5 or 6 then ignore the result in the first column and obtain the result from the second column.
Defense calls pass does not have a man in it's left (Strong side) Flat zone or left end blitz zone and a 1,2,or 3 is rolled All other cases ROLL AVG <10 AVG 10-15 AVG >15 2 Short Gain Short Gain Long Gain Short Gain 3 -2 -2 -2 -7 4 +11 Short Gain Short Gain 0 5 +12 +12 +12 -2 6 -1 , Fumble -1 , Fumble -1 , Fumble -4, Fumble 7 0 0 0 -2 8 +8 +8 +8 -3 9 +5 +5 +5 -5 10 +9 Short Gain Short Gain -1 11 Short Gain Long Gain Long Gain Short Gain 12 Long Gain Long Gain Long Gain -4
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Post by John on Mar 9, 2018 23:52:53 GMT
Punt blocking rules look ok but FG &XP blocking seem uneven. If it happens to be at a range where a 12 roll is good then the chance of a successful block is only 1/6th of the chance if a 12 is no good? That’s messed up. Is there a limit to number of wr end runs?
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Post by Pat Hoglund on Mar 10, 2018 1:48:04 GMT
No limits to WR reverses that I can see. I agree missing on a 12 has a 6x chance of a block vs 12=good. I looked at the math to see if we can find a way to use the highest # miss and still be equal. If a kicker's highest miss is on 11 then blocked 1-3 on the white die, 10 blocked 1-2 might work. If we used that then 12=good would never be blocked.
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Post by John on Mar 10, 2018 2:05:12 GMT
That’s a solution. Every kicker misses on 10, 11, or 12.
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Post by John on Mar 10, 2018 2:26:24 GMT
But then attempting to block does not reduce the chance of a good kick. Shouldn’t that be the point?
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