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Offensive Rebound Inside Shots
For years we played face to face board games with the understanding that the
putback attempt on an offensive rebound was optional, not mandatory. My brother
and I both could have sworn that it was written in the Strat rulebook that you
could pass up the shot attempt and instead accept a replay. For the life of us,
neither one of us can find it in the rulebook now. Maybe it was a suggested rule
on one of their roster sheets? Both of us are convinced we read it somewhere
though. I can't imagine we would both have made that up. -- Merrymaid
Foul Assignment -- Basic
The biggest tip I can add to the basic are with foul
assignment. Don't just give it to the opponent, or you will have alot of guys
foul out.
I do 1 die 1-C,2-LF,3-RF,4-LG,5-RG,6-Defender - which gives a spread very close
to the advanced game's foul assignment charts.
Also give the guys an option to play safe, just like advanced - if they play
safe and they foul someone on thier card (Defense 1-15) then its an automatic
basket but no foul. -- Stonewall
Fine Tuning FT Percentage
Correct me if I'm wrong but I
think the T'wolves Terrell Brandon is the first 2-12 FT shooter in SOM history.
His 98.8 FT% (83-84) is also the highest in recorded SOM lore. Bottom line, he
can't miss. Here is a way to make each player truly individual when it comes to
the charity stripe - 3 ten sided dice.
Other baseball sims use them, and they are easy to find. You need 3 different
colors. I use red, white, and blue. When you roll them, you read them in that
order. Less than or equal to a players FT%, the FT is good. Higher than the FT%,
no good.
Three T'Wolves players, J. Smith 83.0%, W. Szcerbiak 83.1%, and M. Jackson 82.5%
are all 2-9 FT shooters. With Szcerbiak at the line and a roll of RED-8
WHITE-3 BLUE-1, Wally hits the FT while Jackson and Smith would
have missed.
The only change in reading the dice is a reading of 0-0-0- is 1.000. My "house
rule" for this unique situation is to roll 2 white dice with black square die.
If white dice total is 12 & black square comes up X, then that's a missed free
throw (in & out). It HAS to be possible for a miss. Even if a player shot 100%,
I think there should be the "Strat-possibility" for a miss. -- John McTernan
9 BL Reading
What I do when a 9 BL is
blocked and the offense gets it back, I do not allow a rebound shot...I make the
offense set up again with a possible shot clock violation about to occur. It
makes the 9 BL a bit more important since rebound shots cannot occur after the
block. -- Dave Stewart
Randomized Action Deck
I shuffle two action decks
and then count off by 5 cards inserting a small homemade card at each minute
mark, and then put the others aside. When I finish a quarter, I reshuffle both
decks and then count off again for the next quarter. -- Dave Stewart
Recording Player Rest
I like inserting the homemade
cards....11 minutes, 10 minutes, 9 minutes, etc. I enjoy watching the clock
count down. It also makes it easier tracking playing time. Each starter gets a
small s by their name. If he comes out with 8 minutes left in a quarter...he
gets so8, meaning he started the quarter and came out with 8 min. left....It
works real well even with multiple subs. A starter who comes out with 8 min.
left then goes back in with 5 min left and then comes out with 2 min.
left......so8i5o2,,,at a glance you can see the player played 7 minutes.....o
for out i for in and the homemade minute cards make it easy to keep track of the
time. -- Dave Stewart
Substitution Pattern
Rest one starter at the
midway point of the 1st quarter or 3 min mark. Usually a couple of subs come in
to start the second quarter, soon the first quarter subbed player is ready to
come back...then midway through the second , rest the other two starters,
bringing them back for the end of the half......Second half, usually rest 2
starters midway through the 3rd quarter, another at the 3 min mark of the third,
bring in one more to start the 4th, leaving one starter unless the 3rd Quarter
subbed players are rested, then they come back and rest one starter at the
midway point of the 4th and bring back late in the game. -- Dave Stewart
Offensive Rebound Shots
We have always played that
you can opt not to attempt the putback shots. Most of the time I do, but with
some guards who have weak inside columns, I would rather reset the normal
offense. -- Merrymaid
3pt Shooting - X Reading
When an X is rolled
attempting a 3-pointer, count the X roll against the defender's Outside column &
looking at the Team Outside column on a D roll. Since X rolls will count,
penalize the offense by consulting the Outside column for a D-rolled 3-pointer,
INSTEAD of the Team Defense 3-point column.-- Tom
Field Goal
Attempts Adjustment
We've always played S.O.M.
with a rule that a split number is never re-used in a quarter. This means that
if a pass is thrown (e.g. RG to LG), & the shooter rolls a D-7, necessitating
another split reading for the possible Block, we turn over the next card to get
the split number. We do the same, logically, for a roll that gives X, 1-11, for
example. A few players & team D cards have split readings in
frequently-occurring numbers like 7; most do not.
We also don't repeat fastbreak (FB) defender readings. Occasionally you'll take
a FB shot & roll X on the black die, then consult the FB defender's FB X
defense. Let's say McHale's the Defender, & it's a miss. Then, say the Celtics
grab the rebound, are in a FB Offense, & have a "FB Shot for C -- Roll Dice."
Parish shoots & also rolls an X on the black die. We don't re-use the "FB
Defender" reading, but instead flip over a card to see who was the Defender.
These maneuvers occasionally eat several cards off a Quarter's Action Deck and
result in more realistic team field goal attempts. -- Keith Ellis (Archy)
One thing we did in my last
league was to only allow running on "clean" defensive rebounds, meaning ones
where the initial reading was for a defensive rebounding rating and the rebound
was succesful. E.g. If the initial rebound reading was "DC 1", and the center in
question in fact got the rebound, then a FB was allowed. If the initial reading
was "ORF 4" and the defensive RF got the rebound because the ORF couldn't, NO
fastbreak was allowed. -- AD
Here are all the rules I now
use and so far the results have been outstanding. I have compared my games to a
large number of real life NBA games and the stats are just about perfect. Here
are the extra rules I use:
1. Do not use a split number more than once. That is a great suggestion and
works perfectly in cutting down a few cards per quarter.
2. Only fastbreak (FB) off a "clean" rebound, see previous reply, and use the FB
in a realistic manner according to team tendency. Also, no FB with a 10+ pt.
lead in 4th quarter.
3. Next, I rest by 3 min segments, I give each starter an extra 3 min. segment
in 1st half. For example a 12 minute rest player will rest 9 minutes in 1st half
and 6 minutes in second half. This rule can be bent in a must win playoff game
or because of foul trouble, where only extra players are available. Normally
though, it keeps playing time realistic. Also in blowouts, I usually sub for
starters anyway late in game.
4. Finally, I have added this rule to increase free throws to a more realistic
level.
On all offensive rebounds, roll 1 die. If it is a "1," automatic replay, cuts
down shot attempts just enough. If it is a "6," check foul assignment chart for
a loose ball foul F(1) on the defense, when the bonus is in effect, shoot two
free throws. If it is "2-5," use the regular open inside shot rule.
5. I also use the foul assignment chart on all offensive fouls. If it is not the
player with the ball, it is a loose ball foul F(1) on the offense -- possible
two free throws if in bonus and not a player control foul. -- David
Stewart
Team
Offense -- Fastbreak -vs- Halfcourt
** Teams That Fastbreak -- I
usually fastbreak (FB) at every opportunity unless a team has a 15+ point lead
in the second half or are forced to use a player at RG or RF that doesn't run
well
Normal: If the RF and RG are acceptable and I want to FB, I roll 1 die as they
get a defensive rebound. If it is 1-4, I allow the FB; if it is 5 or 6, I count
it as "no outlet pass" or "fastbreak held up."
* Teams That Run Pattern Offense -- If they have a RG and RF that can run and I
want to try to run, I again roll 1 die after the rebound ...if it is 1-2, I
allow the FB; 4-6 is a "no outlet pass" or "held up." This way a team may want
to run, but they are limited if they hardly ever ran in real life.
The extra die roll becomes automatic for me and adds virtually no time to the
game as I roll while reading the action deck for the next play. -- David
Stewart
What i do on the Fast Break
is if a team has * on the roster sheet, allow them to run the fastbreak the
first 4 minutes of each quarter, if they have no asterisks and thus ran about
2/3 then I allow them to run the break the first 8 minutes and if they are a **
team or ran a lot I let them run all the time and then in the 4th quarter if a
team is up by 10+ I don't allow the FB. -- Cody
After every defensive rebound
where a FB is possible, you roll a die to get a 1-6 reading. If the reading is
1-2, you use the tempo your opponent is playing (FB, halfcourt), and if the die
roll is 6, you play halfcourt regardless. In a 3-4-5 reading, you use your own
preferred tempo. That means, if you have a good halfcourt team and a good
defense, you could play halfcourt all game long and "slow down" the opponent,
get them to play your tempo more often. It does decrease FB'ing and scoring
noticeably, and some games allowed you to completely change the nature of the
game. I thought it was realistic, not unlike the MIA and NYK teams and how they
killed all flow with their in your face defense. -- D-9
When two pattern offense
teams play each other, I roll one die after a defensive rebound. If it is a 1,
fastbreak attempt, 2-6 is no outlet pass.
If it is pattern vs. normal, 1-2 team can fastbreak, 3-6 is no outlet pass
normal vs. normal, 1-3 FB, 4-6 no outlet pass
pattern vs. fastbreak, 1-3 FB, 4-6 no outlet pass
normal vs. fastbreak, 1-4 FB, 5-6 no outlet pass
fastbreak vs. fastbreak, 1-5 FB, 6 is no outlet pass
Teams cannot fastbreak up by 10+ in 4th quarter and can turn down a roll for FB
if desired. -- David Stewart
Non-Double
Teaming Option
I don't use double teaming,
but I also don't want, for example, the Spurs to go to Duncan on every play, but
I do still want the chance for that type player to explode for 50 or so. What I
do is on a pass to any player for position shot, I roll 1 die. With a “1”
reading the pass goes to the LF, a “2 reading to the LG, a “3” reading to the RG,
a “4” reading to the RF, a “5” reading to the C, and a “6” reading to any player
of your choice. Also, if you roll the number of the player who has the ball you
have the choice of just as if a “6” reading occurred. For example, on a “RF pass
to any player” where you roll a 4 or 6, you have the choice of the player that
will receive the pass. I also use this chart on a “Pass to 1+” or “Shot if 2 or
3 Rated Shooter.” If I roll a number where a player who is rated 0 you get the
ball, then you have a choice again. It makes it more realistic such as real-life
NBA game yesterday. The Mavericks’ Najera hit the game winner; certainly not a
1st option! – David Stewart |