Variations in Statis-Pro football by Jim Gordon

summary of the article etc

 

Introduction by Jim Gordon

The basic optional rules in Statis-Pro football offer sufficient detail to make the game a realistic simulation of pro football for most fans. However, dedicated fans with a taste for more complexity might look closely at aspects of the sport which have been generalised in the design. I have. And here are some of my suggestions , for implementation together or singly

 

Shifts and Motion

After both players set their alignments, the Offensive player can change formation, or put a man in motion [designated by turning his card sideways] and the defensive player can respond with shifts.

The offensive player can [one action only]

  1. Set a running back out in a flanker box
  2. Put a running back in motion, moving out to the flanker box
  3. Put a flanker in motion, switching flanker positions
  4. Move a flanker up to Split End box, moving the Tight End back
  5. Put Tight End in motion to opposite flanker box

The defensive player can then [one action only]

  1. Move linebackers up to Row 1 or back to Row 2
  2. Shift linebackers sideways one box
  3. Move safeties between the rows
  4. Shift linemen sideways one box

 

Backs and Pitchout

The standard pro set or split backs use boxes BK1 and BK2. Now the offense can set a single running back in BK3 or two backs in an I-formation using boxes Bk2 and BK3 (the tailback). From the I-formation, a pitchout play can be directed either left or right. The tailback [or single back] is the ball carrier and the offensive player turns a FAC and reads the run modifiers before choosing to run inside or outside. A defensive key on the tailback always applies and the run is resolved normally.

 

Shotgun

The offensive player can use the shotgun formation by setting the quarterback in box BK3. From the shotgun, the completion range on all Quick passes is increased by +4. A "Shovel" pass can be thrown to any running back, using the Quick Pass with a completion range modifier of +10. Shovel passes are completed two yards behind the line of scrimmage.

 

Option Play

The offensive player can call an Option play by designating the direction, right or left, and the trailing back. After the defensive player announces his defense and key, draw a FAC for an inside running play by the quarterback and check the run modification. Then, the offensive player can elect to either continue running the quarterback or lateral the ball and roll for a possible fumble [using a +10 modifier for the fumble recovery]. After a successful lateral, the running back runs a sweep normally.

 

Pass Direction? Zone Coverage?

The offensive player indicates the direction of his pass plays. Make three additional strategy cards, labelled "Left", "Right" and "Center". The defense can focus its coerage in any of these three corresponding sectors [eg, the Defensive "Left" is the same area as the Offensive "Left"] or play a straight coverage without a shift. The defensive player makes his choice secretly before the play is resolved. Use the table below to determine the modification to the completion ranges of Quick/Short/Long passes. If the play is directed to a receiver other than the primary target, this modifier does not apply

Defensive Choice Offense Left Offense Center Offense Right
       
Left -8/-4/-2 +4/+2/0 +8/+4/+2
Center +4/+2/0 -8/-4/-2 +4/+2/0
Right +8/+4/+2 +4/+2/0 -8/-4/-2
Straight +2/+1/0 +1/0/-1 +2/+1/0

 

 

Pass Patterns

The offensive player designates the type of pass pattern that each receiver will run - either Quick, Short or Long. When the FAC card directs the pass to a secondary target, the pass pattern may change as well. If the quarterback scrambles away from the pass rush by getting a run result, the pass receivers can "shortern" their pattern by one level [ie Long to Short, or Short to Quick]. The offensive player then has the option of running the quarterback or attempting another pass with completion range modifiers of -10 on Quick and -6 on Short Pass. A "Swing" pass can be thrown to a running back [resolved as a Quick Pass with a modifier of +8 to the completion range]. If complete, the back uses the Short Gain column, starting five yards deep in the backfield. When the resolution card shows the break result as a run modifier, the back gets a Long Gain.

 

Blocking Techniques

Offensive success these days depends heavily on blocking. On each running pay, the offensive player chooses one interior lineman as the key blocker during that play. If the FAC drawn lists that lineman and no other, as the modifier, decrease the Run number by 1. There is no modifier if the FAC result shows the lineman versus a defensive box. A few restrictions apply to lineman selected. If using the quick pitch, only the tackle or end from the same side can be designated. On inside running plays, only the center or either guard can be designated. A tight end in motion throws a block on an inside running play if the BK modifier is indicated

 

Line Stunts

Defensive linemen located in adjacent boxes [A-B, B-C, C-D, D-E] can run line stunts. If the offense runs directly into the stunting linemen for instance: SL vs A or B, IL vs B or C, the Run number receives a -1 modifier. On passing plays, when a pass rush, the sack range is increased by a +5 modifier. It a running back is ketp in to block, the stunt is modified.

 

Defensive Formation

On 3rd down, with at least eight yards to go for a 1st down, the defensive player can use six or seven defensive backs. At least one or two DBs respectively must be deployed in the 1st or 2nd rows. Defensive backs and linebackers in boxes A-E can drop back into pass coverage but lose their pass defense modifier [rounded down] - I suspect this is an error, and it means half the pass defense modifier

 

Blitz

Defensive backs can blitz the quarterback. When the defensive player announces his intention to blitz, one or two safeties can be moved from the 3rd row of boxes into one of the first 2 rows. If the offensive player uses a shift or motion, the defender can switch his strategy to blitz, or abort the blitz and shift formation as explained above. A defensive back who aborts a blitz but remains in the first 2 rows loses half his pass defense modifier [rounded down]

 

Special Teams

Designate 11 players to participate in each special teams situation. A kicking team must include either the kicker or punter. Kick and Punt return teams must include the player, or players designated on the kick return cards as eligible returners. Quarterbacks can only be used as the holders for placekickers. No players with a "0" rating can be used, except as kick returners. A maximum of 5 starters can be on the field for a special teams activity at one time. Total the absolute value of run blocking for offensive players, excluding the kick returner, and of tackling for defensive players [pass defense for defensive backs]. Add the total for the return team to the end of the run and subtract the total of the kicking team.On place kicks, the Pass# used to resolve the kick is modified with the net difference between these absolute values, excluding the kicker and older and any two non linemen on the other side defending against the kick.

 

Injuries

The injury chart below replaces the one provided in the game. A wider variety of results are produced by using a two-tiered system. Most results will be relatively minor, removing a player for less than a quarter

FAC result Injury
   
Run# 1-2 Player out for one play
Run# 3-4 Player out for two plays
Run #5 Player out for three plays
Run #6 Player out for four plays
Run #7 Player out for five plays
Run #8 Player out for six plays
Run #9-12 Draw again and use Pass# below
Pass# 1-7 Player out for seven plays
Pass# 8-14 Player out for eight plays
Pass# 15-21 Player out for one possession
Pass# 22-27 Player out for two possessions
Pass# 28-32 Player out for three possessions
Pass# 33-36 Player out for the current quarter
Pass# 37-39 Player out for the current half
Pass# 40-41 Player out for current game
Pass# 42 Player out for one extra game
Pass# 43 Player out for two extra games
Pass# 44 Player out for three extra games
Pass# 45 Player out for four extra games
Pass# 46 Player out for five extra games
Pass# 47 Player out for half a season
Pass# 48 Player out for season

 

 

Z-Cards

Every 20th Z-Card that is drawn in an active stage [among the first three FACs drawn in a given turn] produces a different result. Another FAC is drawn to resolve the Z result. A Run# from 1-8 doubles the play result, whether a gain or loss, a Run# from 9-12 triples the play result. Players who find an excessive number of Z results dominating the game might consider reducing the number of such cards from 13 to 9. Alternatively the system can be modified so that a Z card must be drawn as one of the first two FACS on a given play to take effect.

 

Last update: 25th February, 2003 © Lee Harris