oguard62’s demo
DESCRIPTION
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 . - PowerPoint PPT PresentationTRANSCRIPT
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
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
Alternatives
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
Innovations
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’sMedium/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
Questions?