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![]() At french guy,
In the MPFL we use the term pass placement and not pass simulation. Im glad you have chosen that form of passing as your choice to operate. I personally feel it is the best system on the market today. I say this becasue it is a must to let the defense have a play on the ball. When you place down your sticks and football, the reciever and defense are angled to go and get the ball. as you see in real football as they both are trying to make a play. Also, this teaches you where to place the sticks/ball in different areas of the coverage. In other forms of passing you really dont have to look for a defensive back in an area. I say this meaning if you place the stick/ball down in the wrong area, YOU PROBABLY DID NOT NOTICE HOW CLOSE THAT SAFETY WAS ONCE YOU PLACE THE BALL DOWN. That defensive coach will angle that safety and he will beat your receiver to the ball for an interception. The stick is the last leg of a receivers route and a skilled coach will scheme via zones and other various coverages. You gameplan totaaly different knowing you db's can run towards the ball also. They will know to develop a team with superfast fast ROOKIE BASES to cover ground rather quickly. These bases will be placed on linebackers and db's. In the MPFL, a coach may have a superfast rookie base on his defensive ends. This is to rush the passer and track down fast running backs on sweeps and screen plays. Tweaking for strength is not a major factor in this league. The mpfl is a simiulation football game based on timed stoppages. You get up to four stoppagess per play.This is how receiver routes develop and rushing the passer take form. You CANNOT cut the board off when you feel like it to avoid a sack. You must wait for the timed stoppage to run it's course. Each stoppage can amount to 1 or 2 seconds, maybe 3 sometime. You have line backers and db's sitting in a zone watching and waiting for you to develop your play. As the board is turned on and running, there position is being held by magnets that are placed under the base. They are frozen in time while everything else is moving. This is done because they are waiting to react to the play. like you see the linebackers in the NFL or college shuffling there feet before they react to the ball. A defense in the MPFL gets 5 magnets to put on anyone except a lineman. They are basically placed on safties and linebackers. Your receivers are released at the line of scrim and free to develop there routes down field via stoppages. Defensive backs are turned around at the line of scrim and angled to run side by side with the receiver. The first stop is the snap of the ball to adjust players for the remaining stops. The second and third stops should be the specific route running design in your offensive package. What i am getting is you may have a receiver run a route where on the second stop he runs 10 yards up the field. You may see a nice open area in the middle of the field and decide, I THINK I WILL PUT THE STICK AND BALL RIGHT HERE. MY RECEIVER WILL GET IT. If you did not check the defense to see who is on a magnet, that defensive will take that linebacker and safety off that magnet. Turn him towards the ball TO RUN OVER AND MAKE THE PICK. Anthony burgess, the creator of the MPFL Alway's say's, "THE PLAYERS MUST BE DISCIPLINED IN HOLDING THERE POSITIONS AND BE IN PLACE TO MAKE A PLAY" Another method inside and outside the MPFL is to drop your linebackers into coverage A great great coach named Doc smeby who lived in ENGLAND. Who has given his approval of the MPFL SYSTEMhas said many times to drop your linebackers into coverage. Start out 5 to six yards behind the line of scimmage. If pass, drop them back, ALWAYS KEEP THE PLAY IN FRONT OF YOU. If it's a run, they are close enough to closethe gaps to and make the tackle. ofcourse this is all dependent upon other league rules. This drop back method will not work if a ruleset allows a ttqb passer.The defesive backs have no play on the ball so an offensive coach will play shooting fish into a barrell all day. Im not %100 sure but i think the attack passing system gives the defensive a chance for a play on the ball. I forgot how it works. i remember chris stacey and eightball was explaining it once. If a coach can come on here and explain it again that would be great. DO NOT GET ME WRONG ABOUT TTQB OR TDQ PASSING. I DO ADMIRE THE SKILL OF MANY IN THIS AREA OF EXPERTISE. I am waiting on geno for the left handed tdq as i type. But lets be honest, there is no play on the ball by the defense once a receiver gets open. ***There were some coaches who had IDEAS on using the TDQ and ttqb with defensive backs having the right to make a play on the ball also. if someone can come on here and type thatat idea again that would be great *****FRENCH GUY, after all of that, HOW DOES FOOTBALL SIMULATION EQUATE TO THE WARGAMING ASPECT OF SIMULATION ? can you and anyone else give the electric football world a slight peek into how the war gaming battle takes place. my question is, WHAT EXACTLY IS IT ? I watched some at the toy wiz during some BAM games and could not understand what the heck they were doing. What are some of the rules and movement of the figure peices. I know they shake dice. Where are the figures supposed to end up please enlighten Thanks mantaraysdre
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Last edited by mantaraydre : 10-12-2009 at 07:34 AM. |
#2
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![]() Hi,
very interesting post you posted. I was wondering how worked the MPFL stoppage system, I understand it more now; even if I don't think I can adapt this game for the next months/years here in France. Stoppage, as you said, has to be timed for fair game. SO the game "flow" will be too "chopped" for the "average joes" here. If I want to have a chance to spread the game in France, I have to keep it simple. In my theorical point of view (since I di'nt make my first game for now!), the necessary stoppage in the buzzball rules are suficient for us. Like you said, it gives a good entry level "zone game" for both offense and defense, an opening for special rules (fumble, interception, etc...). The other major advantages of it are that game can't be (in a certain way) argued (I guess it's easiest to marshall a pass simulation system than a real ttqb passing, when things goes too fast for eyes sometimes), and that we doesn't need physical skills to make a play. WHat I mean is that the real passing skills can really ruin a strategy for a beginner/average coach. Imagine a perfect open play for a WR, no coverage on him, big gain possible, and then...you miss the pass because you're not skilled in TTQB passing, or worst, you're disabled, or can't stand too long, etc...Imagine your opponent is not good in strategy, but 's got fast WRs and can hit a target at 100 yards the eyes closed : the game (in the way I want to play) become unbalanced. The other thing I don't like in "real passing" is the fact that we quit the coach simulation game to enter in a game of skill, like bowling, billiard or whatever. I want to keep the game in a pure strategy aspect (the wargamer 's speaking, no doubt ![]() BUT I respect all the game technics and rules, I'm nobody to tell anyone "this is better than that" ![]() to conclude : Quote:
IMHO, it's quite the same than MF : a tabletop with scenery (battlefield or football field), miniatures (often 28-30mm scale), an opponent and some rules you have to deal with. The difference is that MF is governed by real life physics (like a slot car race instead of a video game), where wargames is governed by pure theorical rules. When a athlete is running on a field, his skills are determined by the base tweaking, weight, figure stance. On a wargame, the skills are determined by written stats and theorical competences. The passing sticks in MF are simply rulers, like we can see in wargaming. Often in wargames, warriors can shoot in a rules determinated range. You use a ruler to see if the bullet hit an enemy or not. In MF, it's the same thing, but you replace the bullet by a peacefull football. ![]() FInally, in MF you see if the pass is good turning on the board, and lets physics (and some luck!) tells you if it's complete or not. In wargame, physics are replaced by the stats (gun range/eficiency, enemy armor, etc...) and some luck too (the use of the dices). As you can see, it's quite similar ! Dimitri |
#3
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![]() The french guy
Great breakdown of both miniaturefootball and wargaming. They are very similar in nature regarding the simulation aspect of them. I never thought of the stick as rulers. YOU LEARN SOMETHING NEW EVERYDAY. I just think it is fun to watch the receivers, db's, linebackers, safties go and make the play on the field. This passing system is easier to read with the naked eye. I hope you enjoy all of your simulation play once you really get going. Thanx for the response mantaraydre
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#4
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![]() Dre - I'm not sure if you were referring to the way we use pass sim and TTQB or not, but here goes . . .
In the BEFL, we use both systems. First, use your sticks however you want and place your magnet. If the receiver hits the magnet, a target is then put down, (the target we use is as wide as the base is long, and as tall as the normal player, [we used a Buzzball guy for reference]). The coach then uses the TTQB to hit the target to complete the pass. The defense has had their chance to react making your passing lanes alot tighter and the coaches have to be more accurate. If a defender hits the magnet first, the defensive coach uses the TTQB to hit the target to complete the interception. If the offensive coach hits a defender while throwing to the target, it is also an interception. |
#5
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![]() Tomkat,
That ia an interesting concept you just described. In other words, the receiver runs to hit the magnet to signal to the qb, "HEY IM OPEN'. The defense reacts to close the gaps and lanes in route to hit the magnet for the interception. (Jumping the route). If the defender does not hit the magnet first, he is at least close enough that the qb must thread the needle to complete the pass. If the qb is not accurate and the ball hits the defender, that symbolizes the defender sticking his hands out in front of the receiver for an interception. The clarification is if the receiver hit the magnet, IT IS NOT THE ACTUAL CATCH. It is him stopping his route and turning for the ball. The qb just has to deliver it in a pin point manner. ****I personally feel this is a great way to give the defense a chance to make a play as opposed to standing where they are once the board stops. I know some will question why use both the stick, magnet, target/then TTQB OR TDQ. But from a defensive stand point it makes alot of sense. 1)What happens if a defender and receiver hit the target the same time ? 2)what happens if the receiver hits the target first but a defender ends up right behind him and in front of him blocking the target. does he still have to try and make the pass or can he throw it away ? In other words, can he just angle the tdq upwards and lob the ball over the players and target ? ***VERY NICE CONCEPT !!!!!!!!!!!! MANTARAYDRE
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#6
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![]() If both the offense and defense hit the "spot" at the same time, call it incomplete. Really the coach should try to hit the target, but if there is a defender in the way, there's no way you can say he missed on purpose or just made a bad pass, so yes, he can just throw it into the 3rd row if he wants to. Think of the whole concept like this - when the board is stopped to put down the magnet, that is when the ball leaves the QB's hand, the magnet is the spot where the QB is trying to throw it to, (expecting the receiver to be there), the receiver hitting the magnet is like the receiver catching it on the run. After all that, now the coach has to hit that mark we've talked about. If you try it, you will love it, I promise. It's fun and hard to thread the needle sometimes like you will see. Since we use both steps, our magnet is a little bigger than most use, but it is still smaller than a dime.
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